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							- #pragma once
 
- #include "UIFramework/CIntObject.h"
 
- /*
 
-  * CSpellWindow.h, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- struct SDL_Surface;
 
- class CDefHandler;
 
- struct SDL_Rect;
 
- class CGHeroInstance;
 
- class CStatusBar;
 
- class CPlayerInterface;
 
- /// Spellbook button is used by the spell window class
 
- class SpellbookInteractiveArea : public CIntObject
 
- {
 
- private:
 
- 	boost::function<void()> onLeft;
 
- 	std::string textOnRclick;
 
- 	boost::function<void()> onHoverOn;
 
- 	boost::function<void()> onHoverOff;
 
- 	CPlayerInterface * myInt;
 
- public:
 
- 	void clickLeft(tribool down, bool previousState);
 
- 	void clickRight(tribool down, bool previousState);
 
- 	void hover(bool on);
 
- 	SpellbookInteractiveArea(const SDL_Rect & myRect, boost::function<void()> funcL, const std::string & textR,
 
- 		boost::function<void()> funcHon, boost::function<void()> funcHoff, CPlayerInterface * _myInt);//c-tor
 
- };
 
- /// The spell window
 
- class CSpellWindow : public CIntObject
 
- {
 
- private:
 
- 	class SpellArea : public CIntObject
 
- 	{
 
- 	public:
 
- 		int mySpell;
 
- 		int schoolLevel; //range: 0 none, 3 - expert
 
- 		int whichSchool; //0 - air magic, 1 - fire magic, 2 - water magic, 3 - earth magic,
 
- 		int spellCost;
 
- 		CSpellWindow * owner;
 
- 		SpellArea(SDL_Rect pos, CSpellWindow * owner);
 
- 		void setSpell(int spellID);
 
- 		void clickLeft(tribool down, bool previousState);
 
- 		void clickRight(tribool down, bool previousState);
 
- 		void hover(bool on);
 
- 		void showAll(SDL_Surface * to);
 
- 	};
 
- 	SDL_Surface * background, * leftCorner, * rightCorner;
 
- 	CDefHandler * spells, //pictures of spells
 
- 		* spellTab, //school select
 
- 		* schools, //schools' pictures
 
- 		* schoolBorders [4]; //schools' 'borders': [0]: air, [1]: fire, [2]: water, [3]: earth
 
- 	SpellbookInteractiveArea * exitBtn, * battleSpells, * adventureSpells, * manaPoints;
 
- 	SpellbookInteractiveArea * selectSpellsA, * selectSpellsE, * selectSpellsF, * selectSpellsW, * selectSpellsAll;
 
- 	SpellbookInteractiveArea * lCorner, * rCorner;
 
- 	SpellArea * spellAreas[12];
 
- 	CStatusBar * statusBar;
 
- 	Uint8 sitesPerTabAdv[5];
 
- 	Uint8 sitesPerTabBattle[5];
 
- 	bool battleSpellsOnly; //if true, only battle spells are displayed; if false, only adventure map spells are displayed
 
- 	Uint8 selectedTab; // 0 - air magic, 1 - fire magic, 2 - water magic, 3 - earth magic, 4 - all schools
 
- 	Uint8 currentPage; //changes when corners are clicked
 
- 	std::set<ui32> mySpells; //all spels in this spellbook
 
- 	const CGHeroInstance * myHero; //hero whose spells are presented
 
- 	void computeSpellsPerArea(); //recalculates spellAreas::mySpell
 
- 	void turnPageLeft();
 
- 	void turnPageRight();
 
- 	CPlayerInterface * myInt;
 
- public:
 
- 	CSpellWindow(const SDL_Rect & myRect, const CGHeroInstance * _myHero, CPlayerInterface * _myInt, bool openOnBattleSpells = true); //c-tor
 
- 	~CSpellWindow(); //d-tor
 
- 	void fexitb();
 
- 	void fadvSpellsb();
 
- 	void fbattleSpellsb();
 
- 	void fmanaPtsb();
 
- 	void fLcornerb();
 
- 	void fRcornerb();
 
- 	void selectSchool(int school); //schools: 0 - air magic, 1 - fire magic, 2 - water magic, 3 - earth magic, 4 - all schools
 
- 	Uint8 pagesWithinCurrentTab();
 
- 	void keyPressed(const SDL_KeyboardEvent & key);
 
- 	void activate();
 
- 	void deactivate();
 
- 	void showAll(SDL_Surface * to);
 
- 	void teleportTo(int town, const CGHeroInstance * hero);
 
- };
 
 
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