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							- #ifndef __GUIBASE_H__
 
- #define __GUIBASE_H__
 
- #include "../global.h"
 
- #include "SDL.h"
 
- #include <set>
 
- #include <list>
 
- #include "../timeHandler.h"
 
- #include "FontBase.h"
 
- #include "SDL_framerate.h"
 
- #ifdef max
 
- #undef max
 
- #endif
 
- #ifdef min
 
- #undef min
 
- #endif
 
- /*
 
-  * GUIBase.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
 
-  *
 
-  */
 
- class CDefEssential;
 
- class AdventureMapButton;
 
- class CHighlightableButtonsGroup;
 
- class CDefHandler;
 
- struct HeroMoveDetails;
 
- class CDefEssential;
 
- class CGHeroInstance;
 
- class CAdvMapInt;
 
- class CCastleInterface;
 
- class CBattleInterface;
 
- class CStack;
 
- class SComponent;
 
- class CCreature;
 
- struct SDL_Surface;
 
- struct CPath;
 
- class CCreatureAnimation;
 
- class CSelectableComponent;
 
- class CCreatureSet;
 
- class CGObjectInstance;
 
- class CSlider;
 
- struct UpgradeInfo;
 
- template <typename T> struct CondSh;
 
- class CInGameConsole;
 
- class CGarrisonInt;
 
- class CInGameConsole;
 
- struct Component;
 
- class CArmedInstance;
 
- class CGTownInstance;
 
- class StackState;
 
- class CPlayerInterface;
 
- /// A point with x/y coordinate, used mostly for graphic rendering
 
- struct Point
 
- {
 
- 	int x, y;
 
- 	//constructors
 
- 	Point()
 
- 	{
 
- 		x = y = 0;
 
- 	};
 
- 	Point(int X, int Y)
 
- 		:x(X),y(Y)
 
- 	{};
 
- 	Point(const int3 &a)
 
- 		:x(a.x),y(a.y)
 
- 	{}
 
- 	Point(const SDL_MouseMotionEvent &a)
 
- 		:x(a.x),y(a.y)
 
- 	{}
 
- 	
 
- 	template<typename T>
 
- 	Point operator+(const T &b) const
 
- 	{
 
- 		return Point(x+b.x,y+b.y);
 
- 	}
 
- 	template<typename T>
 
- 	Point operator*(const T &mul) const
 
- 	{
 
- 		return Point(x*mul, y*mul);
 
- 	}
 
- 	template<typename T>
 
- 	Point& operator+=(const T &b)
 
- 	{
 
- 		x += b.x;
 
- 		y += b.y;
 
- 		return *this;
 
- 	}
 
- 	template<typename T>
 
- 	Point operator-(const T &b) const
 
- 	{
 
- 		return Point(x - b.x, y - b.y);
 
- 	}
 
- 	template<typename T>
 
- 	Point& operator-=(const T &b)
 
- 	{
 
- 		x -= b.x;
 
- 		y -= b.y;
 
- 		return *this;
 
- 	}
 
- 	bool operator<(const Point &b) const //product order
 
- 	{
 
- 		return x < b.x   &&   y < b.y;
 
- 	}
 
- 	template<typename T> Point& operator=(const T &t)
 
- 	{
 
- 		x = t.x;
 
- 		y = t.y;
 
- 		return *this;
 
- 	}
 
- 	template<typename T> bool operator==(const T &t) const
 
- 	{
 
- 		return x == t.x  &&  y == t.y;
 
- 	}
 
- 	template<typename T> bool operator!=(const T &t) const
 
- 	{
 
- 		return !(*this == t);
 
- 	}
 
- };
 
- /// Rectangle class, which have a position and a size
 
- struct Rect : public SDL_Rect
 
- {
 
- 	Rect()//default c-tor
 
- 	{
 
- 		x = y = w = h = -1;
 
- 	}
 
- 	Rect(int X, int Y, int W, int H) //c-tor
 
- 	{
 
- 		x = X;
 
- 		y = Y;
 
- 		w = W;
 
- 		h = H;
 
- 	}
 
- 	Rect(const Point &position, const Point &size) //c-tor
 
- 	{
 
- 		x = position.x;
 
- 		y = position.y;
 
- 		w = size.x;
 
- 		h = size.y;
 
- 	}
 
- 	Rect(const SDL_Rect & r) //c-tor
 
- 	{
 
- 		x = r.x;
 
- 		y = r.y;
 
- 		w = r.w;
 
- 		h = r.h;
 
- 	}
 
- 	explicit Rect(const SDL_Surface * const &surf)
 
- 	{
 
- 		x = y = 0;
 
- 		w = surf->w;
 
- 		h = surf->h;
 
- 	}
 
- 	Rect centerIn(const Rect &r);
 
- 	static Rect createCentered(int w, int h);
 
- 	static Rect around(const Rect &r, int width = 1); //creates rect around another
 
- 	bool isIn(int qx, int qy) const //determines if given point lies inside rect
 
- 	{
 
- 		if (qx > x   &&   qx<x+w   &&   qy>y   &&   qy<y+h)
 
- 			return true;
 
- 		return false;
 
- 	}
 
- 	bool isIn(const Point &q) const //determines if given point lies inside rect
 
- 	{
 
- 		return isIn(q.x,q.y);
 
- 	}
 
- 	Point topLeft() const //top left corner of this rect
 
- 	{
 
- 		return Point(x,y);
 
- 	}
 
- 	Point topRight() const //top right corner of this rect
 
- 	{
 
- 		return Point(x+w,y);
 
- 	}
 
- 	Point bottomLeft() const //bottom left corner of this rect
 
- 	{
 
- 		return Point(x,y+h);
 
- 	}
 
- 	Point bottomRight() const //bottom right corner of this rect
 
- 	{
 
- 		return Point(x+w,y+h);
 
- 	}
 
- 	Rect operator+(const Rect &p) const //moves this rect by p's rect position
 
- 	{
 
- 		return Rect(x+p.x,y+p.y,w,h);
 
- 	}
 
- 	Rect operator+(const Point &p) const //moves this rect by p's point position
 
- 	{
 
- 		return Rect(x+p.x,y+p.y,w,h);
 
- 	}
 
- 	Rect& operator=(const Point &p) //assignment operator
 
- 	{
 
- 		x = p.x;
 
- 		y = p.y;
 
- 		return *this;
 
- 	}
 
- 	Rect& operator=(const Rect &p) //assignment operator
 
- 	{
 
- 		x = p.x;
 
- 		y = p.y;
 
- 		w = p.w;
 
- 		h = p.h;
 
- 		return *this;
 
- 	}
 
- 	Rect& operator+=(const Rect &p) //works as operator+
 
- 	{
 
- 		x += p.x;
 
- 		y += p.y;
 
- 		return *this;
 
- 	}
 
- 	Rect& operator+=(const Point &p) //works as operator+
 
- 	{
 
- 		x += p.x;
 
- 		y += p.y;
 
- 		return *this;
 
- 	}
 
- 	Rect& operator-=(const Rect &p) //works as operator+
 
- 	{
 
- 		x -= p.x;
 
- 		y -= p.y;
 
- 		return *this;
 
- 	}
 
- 	Rect& operator-=(const Point &p) //works as operator+
 
- 	{
 
- 		x -= p.x;
 
- 		y -= p.y;
 
- 		return *this;
 
- 	}
 
- 	template<typename T> Rect operator-(const T &t)
 
- 	{
 
- 		return Rect(x - t.x, y - t.y, w, h);
 
- 	}
 
- 	Rect operator&(const Rect &p) const //rect intersection
 
- 	{
 
- 		bool intersect = true;
 
- 		if(p.topLeft().y < y && p.bottomLeft().y < y) //rect p is above *this
 
- 		{
 
- 			intersect = false;
 
- 		}
 
- 		else if(p.topLeft().y > y+h && p.bottomLeft().y > y+h) //rect p is below *this
 
- 		{
 
- 			intersect = false;
 
- 		}
 
- 		else if(p.topLeft().x > x+w && p.topRight().x > x+w) //rect p is on the right hand side of this
 
- 		{
 
- 			intersect = false;
 
- 		}
 
- 		else if(p.topLeft().x < x && p.topRight().x < x) //rect p is on the left hand side of this
 
- 		{
 
- 			intersect = false;
 
- 		}
 
- 		if(intersect)
 
- 		{
 
- 			Rect ret;
 
- 			ret.x = std::max(this->x, p.x);
 
- 			ret.y = std::max(this->y, p.y);
 
- 			Point bR; //bottomRight point of returned rect
 
- 			bR.x = std::min(this->w+this->x, p.w+p.x);
 
- 			bR.y = std::min(this->h+this->y, p.h+p.y);
 
- 			ret.w = bR.x - ret.x;
 
- 			ret.h = bR.y - ret.y;
 
- 			return ret;
 
- 		}
 
- 		else
 
- 		{
 
- 			return Rect();
 
- 		}
 
- 	}
 
- 	Rect operator|(const Rect &p) const //union of two rects
 
- 	{
 
- 		Rect ret;
 
- 		ret.x =  std::min(p.x, this->x);
 
- 		ret.y =  std::min(p.y, this->y);
 
- 		int x2 = std::max(p.x+p.w, this->x+this->w);
 
- 		int y2 = std::max(p.y+p.h, this->y+this->h);
 
- 		ret.w = x2 -ret.x;
 
- 		ret.h = y2 -ret.y;
 
- 		return ret;
 
- 	}
 
- };
 
- /// Defines a show method
 
- class IShowable
 
- {
 
- public:
 
- 	void redraw();
 
- 	virtual void show(SDL_Surface * to)=0;
 
- 	virtual void showAll(SDL_Surface * to)
 
- 	{
 
- 		show(to);
 
- 	}
 
- 	virtual ~IShowable(){}; //d-tor
 
- };
 
- /// Status bar interface
 
- class IStatusBar
 
- {
 
- public:
 
- 	virtual ~IStatusBar(){}; //d-tor
 
- 	virtual void print(const std::string & text)=0; //prints text and refreshes statusbar
 
- 	virtual void clear()=0;//clears statusbar and refreshes
 
- 	virtual void show(SDL_Surface * to)=0; //shows statusbar (with current text)
 
- 	virtual std::string getCurrent()=0; //returns currently displayed text
 
- };
 
- /// Defines a activate/deactive method
 
- class IActivable
 
- {
 
- public:
 
- 	virtual void activate()=0;
 
- 	virtual void deactivate()=0;
 
- 	virtual ~IActivable(){}; //d-tor
 
- };
 
- class IShowActivable : public IShowable, public IActivable
 
- {
 
- public:
 
- 	enum {WITH_GARRISON = 1, BLOCK_ADV_HOTKEYS = 2, WITH_ARTIFACTS = 4};
 
- 	int type; //bin flags using etype
 
- 	IShowActivable();
 
- 	virtual ~IShowActivable(){}; //d-tor
 
- };
 
- class IUpdateable
 
- {
 
- public:
 
- 	virtual void update()=0;
 
- 	virtual ~IUpdateable(){}; //d-tor
 
- };
 
- /// Base UI element
 
- class CIntObject : public IShowActivable //interface object
 
- {
 
- public:
 
- 	CIntObject *parent; //parent object
 
- 	std::vector<CIntObject *> children;
 
- 	Rect pos, //position of object on the screen
 
- 		posRelative; //position of object in the parent (not used if no parent)
 
- 	CIntObject();
 
- 	virtual ~CIntObject(); //d-tor
 
- 	//l-clicks handling
 
- 	bool pressedL; //for determining if object is L-pressed
 
- 	void activateLClick();
 
- 	void deactivateLClick();
 
- 	virtual void clickLeft(tribool down, bool previousState);
 
- 	//r-clicks handling
 
- 	bool pressedR; //for determining if object is R-pressed
 
- 	void activateRClick();
 
- 	void deactivateRClick();
 
- 	virtual void clickRight(tribool down, bool previousState);
 
- 	//hover handling
 
- 	bool hovered;  //for determining if object is hovered
 
- 	void activateHover();
 
- 	void deactivateHover();
 
- 	virtual void hover (bool on);
 
- 	//keyboard handling
 
- 	bool captureAllKeys; //if true, only this object should get info about pressed keys
 
- 	void activateKeys();
 
- 	void deactivateKeys();
 
- 	virtual void keyPressed(const SDL_KeyboardEvent & key);
 
- 	//mouse movement handling
 
- 	bool strongInterest; //if true - report all mouse movements, if not - only when hovered
 
- 	void activateMouseMove();
 
- 	void deactivateMouseMove();
 
- 	virtual void mouseMoved (const SDL_MouseMotionEvent & sEvent);
 
- 	//time handling
 
- 	int toNextTick;
 
- 	void activateTimer();
 
- 	void deactivateTimer();
 
- 	virtual void tick();
 
- 	//mouse wheel
 
- 	void activateWheel();
 
- 	void deactivateWheel();
 
- 	virtual void wheelScrolled(bool down, bool in);
 
- 	//double click
 
- 	void activateDClick();
 
- 	void deactivateDClick();
 
- 	virtual void onDoubleClick();
 
- 	enum {LCLICK=1, RCLICK=2, HOVER=4, MOVE=8, KEYBOARD=16, TIME=32, GENERAL=64, WHEEL=128, DOUBLECLICK=256, ALL=0xffff};
 
- 	ui16 active;
 
- 	ui16 used;
 
- 	enum {ACTIVATE=1, DEACTIVATE=2, UPDATE=4, SHOWALL=8, DISPOSE=16, SHARE_POS=32};
 
- 	ui8 defActions; //which calls will be tried to be redirected to children
 
- 	ui8 recActions; //which calls we allow te receive from parent
 
- 	enum EAlignment {TOPLEFT, CENTER, BOTTOMRIGHT};
 
- 	void disable(); //deactivates if needed, blocks all automatic activity, allows only disposal
 
- 	void enable(bool activation = true); //activates if needed, all activity enabled (Warning: may not be symetric with disable if recActions was limited!)
 
- 	void defActivate();
 
- 	void defDeactivate();
 
- 	void activate();
 
- 	void deactivate();
 
- 	void activate(ui16 what);
 
- 	void deactivate(ui16 what);
 
- 	void show(SDL_Surface * to);
 
- 	void showAll(SDL_Surface * to);
 
- 	void drawBorderLoc(SDL_Surface * sur, const Rect &r, const int3 &color);
 
- 	void printAtLoc(const std::string & text, int x, int y, EFonts font, SDL_Color kolor, SDL_Surface * dst);
 
- 	void printToLoc(const std::string & text, int x, int y, EFonts font, SDL_Color kolor, SDL_Surface * dst);
 
- 	void printAtMiddleLoc(const std::string & text, int x, int y, EFonts font, SDL_Color kolor, SDL_Surface * dst);
 
- 	void printAtMiddleLoc(const std::string & text, const Point &p, EFonts font, SDL_Color kolor, SDL_Surface * dst);
 
- 	void printAtMiddleWBLoc(const std::string & text, int x, int y, EFonts font, int charpr, SDL_Color kolor, SDL_Surface * dst);
 
- 	void blitAtLoc(SDL_Surface * src, int x, int y, SDL_Surface * dst);
 
- 	void blitAtLoc(SDL_Surface * src, const Point &p, SDL_Surface * dst);
 
- 	bool isItInLoc(const SDL_Rect &rect, int x, int y);
 
- 	bool isItInLoc(const SDL_Rect &rect, const Point &p);
 
- 	const Rect & center(const Rect &r, bool propagate = true); //sets pos so that r will be in the center of screen, assigns sizes of r to pos, returns new position
 
- 	const Rect & center(const Point &p, bool propagate = true);  //moves object so that point p will be in its center
 
- 	const Rect & center(bool propagate = true); //centers when pos.w and pos.h are set, returns new position
 
- 	void fitToScreen(int borderWidth, bool propagate = true); //moves window to fit into screen
 
- 	void moveBy(const Point &p, bool propagate = true);
 
- 	void moveTo(const Point &p, bool propagate = true);
 
- 	void changeUsedEvents(ui16 what, bool enable, bool adjust = true);
 
- 	void addChild(CIntObject *child, bool adjustPosition = false);
 
- 	void removeChild(CIntObject *child, bool adjustPosition = false);
 
- 	void delChild(CIntObject *child); //removes from children list, deletes
 
- 	template <typename T> void delChildNUll(T *&child, bool deactivateIfNeeded = false) //removes from children list, deletes and sets pointer to NULL
 
- 	{
 
- 		if(!child)
 
- 			return;
 
- 		if(deactivateIfNeeded && child->active)
 
- 			child->deactivate();
 
- 		delChild(child);
 
- 		child = NULL;
 
- 	}
 
- };
 
- /// Class for binding keys to left mouse button clicks
 
- /// Classes wanting use it should have it as one of their base classes
 
- class KeyShortcut : public virtual CIntObject
 
- {
 
- public:
 
- 	std::set<int> assignedKeys;
 
- 	KeyShortcut(){}; //c-tor
 
- 	KeyShortcut(int key){assignedKeys.insert(key);}; //c-tor
 
- 	KeyShortcut(std::set<int> Keys):assignedKeys(Keys){}; //c-tor
 
- 	virtual void keyPressed(const SDL_KeyboardEvent & key); //call-in
 
- };
 
- /// to unify updating garrisons via PlayerInterface
 
- class CGarrisonHolder : public virtual CIntObject
 
- {
 
- public:
 
- 	CGarrisonHolder();
 
- 	virtual void updateGarrisons(){};
 
- };
 
- class CWindowWithGarrison : public CGarrisonHolder
 
- {
 
- public:
 
- 	CGarrisonInt *garr;
 
- 	virtual void updateGarrisons();
 
- };
 
- /// Window GUI class
 
- class CSimpleWindow : public CIntObject
 
- {
 
- public:
 
- 	SDL_Surface * bitmap; //background
 
- 	virtual void show(SDL_Surface * to);
 
- 	CSimpleWindow():bitmap(NULL){}; //c-tor
 
- 	virtual ~CSimpleWindow(); //d-tor
 
- };
 
- /// Image class
 
- class CPicture : public CIntObject
 
- {
 
- public: 
 
- 	SDL_Surface *bg;
 
- 	Rect *srcRect; //if NULL then whole surface will be used
 
- 	bool freeSurf; //whether surface will be freed upon CPicture destruction
 
- 	bool needRefresh;//Surface needs to be displayed each frame
 
- 	operator SDL_Surface*()
 
- 	{
 
- 		return bg;
 
- 	}
 
- 	CPicture(const Rect &r, const SDL_Color &color, bool screenFormat = false); //rect filled with given color
 
- 	CPicture(const Rect &r, ui32 color, bool screenFormat = false); //rect filled with given color
 
- 	CPicture(SDL_Surface *BG, int x=0, int y=0, bool Free = true); //wrap existing SDL_Surface
 
- 	CPicture(const std::string &bmpname, int x=0, int y=0);
 
- 	CPicture(SDL_Surface *BG, const Rect &SrcRext, int x = 0, int y = 0, bool free = false); //wrap subrect of given surface
 
- 	void init();
 
- 	void createSimpleRect(const Rect &r, bool screenFormat, ui32 color);
 
- 	~CPicture();
 
- 	void show(SDL_Surface * to);
 
- 	void showAll(SDL_Surface * to);
 
- 	void convertToScreenBPP();
 
- 	void colorizeAndConvert(int player);
 
- 	void colorize(int player);
 
- };
 
- /// Handles GUI logic and drawing
 
- class CGuiHandler
 
- {
 
- public:
 
- 	FPSManager *mainFPSmng; //to keep const framerate
 
- 	timeHandler th;
 
- 	std::list<IShowActivable *> listInt; //list of interfaces - front=foreground; back = background (includes adventure map, window interfaces, all kind of active dialogs, and so on)
 
- 	IStatusBar * statusbar;
 
- 	//active GUI elements (listening for events
 
- 	std::list<CIntObject*> lclickable;
 
- 	std::list<CIntObject*> rclickable;
 
- 	std::list<CIntObject*> hoverable;
 
- 	std::list<CIntObject*> keyinterested;
 
- 	std::list<CIntObject*> motioninterested;
 
- 	std::list<CIntObject*> timeinterested;
 
- 	std::list<CIntObject*> wheelInterested;
 
- 	std::list<CIntObject*> doubleClickInterested;
 
- 	//objs to blit
 
- 	std::vector<IShowable*> objsToBlit;
 
- 	SDL_Event * current; //current event - can be set to NULL to stop handling event
 
- 	IUpdateable *curInt;
 
- 	Point lastClick;
 
- 	unsigned lastClickTime;
 
- 	bool terminate;
 
- 	CGuiHandler();
 
- 	~CGuiHandler();
 
- 	void run(); // holds the main loop for the whole program after initialization and manages the update/rendering system
 
- 	
 
- 	void totalRedraw(); //forces total redraw (using showAll), sets a flag, method gets called at the end of the rendering
 
- 	void simpleRedraw(); //update only top interface and draw background from buffer, sets a flag, method gets called at the end of the rendering
 
- 	
 
- 	void popInt(IShowActivable *top); //removes given interface from the top and activates next
 
- 	void popIntTotally(IShowActivable *top); //deactivates, deletes, removes given interface from the top and activates next
 
- 	void pushInt(IShowActivable *newInt); //deactivate old top interface, activates this one and pushes to the top
 
- 	void popInts(int howMany); //pops one or more interfaces - deactivates top, deletes and removes given number of interfaces, activates new front
 
- 	IShowActivable *topInt(); //returns top interface
 
- 	
 
- 	void updateTime(); //handles timeInterested
 
- 	void handleEvents(); //takes events from queue and calls interested objects
 
- 	void handleEvent(SDL_Event *sEvent);
 
- 	void handleMouseMotion(SDL_Event *sEvent);
 
- 	void handleMoveInterested( const SDL_MouseMotionEvent & motion );
 
- 	void fakeMouseMove();
 
- 	void breakEventHandling(); //current event won't be propagated anymore
 
- 	void drawFPSCounter(); // draws the FPS to the upper left corner of the screen
 
- 	ui8 defActionsDef; //default auto actions
 
- 	ui8 captureChildren; //all newly created objects will get their parents from stack and will be added to parents children list
 
- 	std::list<CIntObject *> createdObj; //stack of objs being created
 
- };
 
- extern CGuiHandler GH; //global gui handler
 
- SDLKey arrowToNum(SDLKey key); //converts arrow key to according numpad key
 
- SDLKey numToDigit(SDLKey key);//converts numpad digit key to normal digit key
 
- bool isNumKey(SDLKey key, bool number = true); //checks if key is on numpad (numbers - check only for numpad digits)
 
- bool isArrowKey(SDLKey key); 
 
- CIntObject *  moveChild(CIntObject *obj, CIntObject *from, CIntObject *to, bool adjustPos = false);
 
- template <typename T> void pushIntT()
 
- {
 
- 	GH.pushInt(new T());
 
- }
 
- struct ObjectConstruction
 
- {
 
- 	CIntObject *myObj;
 
- 	ObjectConstruction(CIntObject *obj);
 
- 	~ObjectConstruction();
 
- };
 
- struct SetCaptureState
 
- {
 
- 	bool previousCapture;
 
- 	ui8 prevActions;
 
- 	SetCaptureState(bool allow, ui8 actions);
 
- 	~SetCaptureState();
 
- };
 
- class Colors
 
- {
 
- public:
 
- 	static SDL_Color MetallicGold;
 
- 	static SDL_Color Yellow;
 
- 	static SDL_Color createColor(int r, int g, int b);
 
- };
 
- #define OBJ_CONSTRUCTION ObjectConstruction obj__i(this)
 
- #define OBJ_CONSTRUCTION_CAPTURING_ALL defActions = 255; SetCaptureState obj__i1(true, 255); ObjectConstruction obj__i(this)
 
- #define BLOCK_CAPTURING SetCaptureState obj__i(false, 0)
 
- #define BLOCK_CAPTURING_DONT_TOUCH_REC_ACTIONS SetCaptureState obj__i(false, GH.defActionsDef)
 
- #endif //__GUIBASE_H__
 
 
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