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- #pragma once
- #include "CPlayerInterface.h"
- #include <boost/function.hpp>
- #include <boost/bind.hpp>
- class AdventureMapButton
- : public ClickableL, public ClickableR, public Hoverable, public KeyInterested, public CButtonBase
- {
- public:
- std::string name; //for status bar
- std::string helpBox; //for right-click help
- char key; //key shortcut
- boost::function<void()> callback;
- bool colorChange,
- actOnDown; //runs when mouse is pressed down over it, not when up
- void clickRight (tribool down);
- void clickLeft (tribool down);
- virtual void hover (bool on);
- void keyPressed (SDL_KeyboardEvent & key);
- void activate(); // makes button active
- void deactivate(); // makes button inactive (but doesn't delete)
- AdventureMapButton(); //c-tor
- AdventureMapButton( std::string Name, std::string HelpBox, boost::function<void()> Callback, int x, int y, std::string defName, bool activ=false, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
- };
- //template<typename T>
- class CSlider : public IShowable, public MotionInterested, public ClickableL
- {
- public:
- AdventureMapButton left, right, slider; //if vertical then left=up
- int capacity,//how many elements can be active at same time
- amount, //how many elements
- value; //first active element
- bool horizontal, moving;
- CDefEssential *imgs ;
- boost::function<void(int)> moved;
- //void(T::*moved)(int to);
- //T* owner;
- void redrawSlider();
- void sliderClicked();
- void moveLeft();
- void clickLeft (tribool down);
- void mouseMoved (SDL_MouseMotionEvent & sEvent);
- void moveRight();
- void moveTo(int to);
- void activate(); // makes button active
- void deactivate(); // makes button inactive (but doesn't delete)
- void show(SDL_Surface * to = NULL);
- CSlider(int x, int y, int totalw, boost::function<void(int)> Moved, int Capacity, int Amount,
- int Value=0, bool Horizontal=true);
- ~CSlider();
- };
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