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- #pragma once
- #include "../global.h"
- #include "../CPlayerInterface.h"
- struct SDL_Surface;
- class CDefHandler;
- struct SDL_Rect;
- class CGHeroInstance;
- class SpellbookInteractiveArea : public ClickableL, public ClickableR, public Hoverable
- {
- private:
- boost::function<void()> onLeft;
- std::string textOnRclick;
- boost::function<void()> onHoverOn;
- boost::function<void()> onHoverOff;
- public:
- void clickLeft(boost::logic::tribool down);
- void clickRight(boost::logic::tribool down);
- void hover(bool on);
- void activate();
- void deactivate();
- SpellbookInteractiveArea(SDL_Rect & myRect, boost::function<void()> funcL, std::string textR, boost::function<void()> funcHon, boost::function<void()> funcHoff);//c-tor
- };
- class CSpellWindow : public IShowActivable, public CIntObject
- {
- private:
- class SpellArea : public ClickableL, public ClickableR, public Hoverable
- {
- public:
- int mySpell;
- CSpellWindow * owner;
- SpellArea(SDL_Rect pos, CSpellWindow * owner);
- void clickLeft(boost::logic::tribool down);
- void clickRight(boost::logic::tribool down);
- void hover(bool on);
- void activate();
- void deactivate();
- };
- 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 spellSite; //changes when corners are clicked
- std::set<ui32> mySpells; //all spels in this spellbook
- Uint8 schoolLvls[4]; //levels of magic for different schools: [0]: air, [1]: fire, [2]: water, [3]: earth; 0 - none, 1 - beginner, 2 - medium, 3 - expert
- void computeSpellsPerArea(); //recalculates spellAreas::mySpell
- public:
- CSpellWindow(const SDL_Rect & myRect, const CGHeroInstance * myHero); //c-tor
- ~CSpellWindow(); //d-tor
- void fexitb();
- void fadvSpellsb();
- void fbattleSpellsb();
- void fmanaPtsb();
- void fspellsAb();
- void fspellsEb();
- void fspellsFb();
- void fspellsWb();
- void fspellsAllb();
- void fLcornerb();
- void fRcornerb();
- void activate();
- void deactivate();
- void show(SDL_Surface * to = NULL);
- };
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