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							- #pragma once
 
- #include "../../lib/HeroBonus.h"
 
- #include "../widgets/MiscWidgets.h"
 
- #include "CWindowObject.h"
 
- /*
 
-  * CCreatureWindow.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 StackWindowInfo;
 
- class CCommanderInstance;
 
- class CStackInstance;
 
- class CStack;
 
- struct UpgradeInfo;
 
- class CTabbedInt;
 
- class CButton;
 
- class CClickableObject : public LRClickableAreaWText
 
- {
 
- 	CIntObject * object; // passive object that will be used to determine clickable area
 
- public:
 
- 	CClickableObject(CIntObject * object, std::function<void()> callback);
 
- 	std::function<void()> callback; //TODO: create more generic clickable class than AdvMapButton?
 
- 	void clickLeft(tribool down, bool previousState) override;
 
- 	//void clickRight(tribool down, bool previousState){};
 
- 	void setObject(CIntObject * object);
 
- };
 
- class CStackWindow : public CWindowObject
 
- {
 
- 	struct BonusInfo
 
- 	{
 
- 		std::string name;
 
- 		std::string description;
 
- 		std::string imagePath;
 
- 	};
 
- 	class CWindowSection : public CIntObject
 
- 	{
 
- 		CStackWindow * parent;
 
- 		CPicture * background;
 
- 		void createBackground(std::string path);
 
- 		void createBonusItem(size_t index, Point position);
 
- 		void printStatString(int index, std::string name, std::string value);
 
- 		void printStatRange(int index, std::string name, int min, int max);
 
- 		void printStatBase(int index, std::string name, int base, int current);
 
- 		void printStat(int index, std::string name, int value);
 
- 	public:
 
- 		void createStackInfo(bool showExp, bool showArt);
 
- 		void createActiveSpells();
 
- 		void createCommanderSection();
 
- 		void createCommander();
 
- 		void createCommanderAbilities();
 
- 		void createBonuses(boost::optional<size_t> size = boost::optional<size_t>());
 
- 		void createBonusEntry(size_t index);
 
- 		void createButtonPanel();
 
- 		CWindowSection(CStackWindow * parent);
 
- 	};
 
- 	CAnimImage * stackArtifactIcon;
 
- 	LRClickableAreaWTextComp * stackArtifactHelp;
 
- 	CButton * stackArtifactButton;
 
- 	std::unique_ptr<StackWindowInfo> info;
 
- 	std::vector<BonusInfo> activeBonuses;
 
- 	size_t activeTab;
 
- 	CTabbedInt * commanderTab;
 
- 	std::map<int, CButton *> switchButtons;
 
- 	void setSelection(si32 newSkill, CClickableObject * newIcon);
 
- 	CClickableObject * selectedIcon;
 
- 	si32 selectedSkill;
 
- 	CIntObject * createBonusEntry(size_t index);
 
- 	CIntObject * switchTab(size_t index);
 
- 	void removeStackArtifact(ArtifactPosition pos);
 
- 	void setStackArtifact(const CArtifactInstance * art, Point artPos);
 
- 	void initSections();
 
- 	void initBonusesList();
 
- 	void init();
 
- 	std::string generateStackExpDescription();
 
- 	CIntObject * createSkillEntry(int index);
 
- public:
 
- 	// for battles
 
- 	CStackWindow(const CStack * stack, bool popup);
 
- 	// for non-existing stacks, e.g. recruit screen
 
- 	CStackWindow(const CCreature * creature, bool popup);
 
- 	// for normal stacks in armies
 
- 	CStackWindow(const CStackInstance * stack, bool popup);
 
- 	CStackWindow(const CStackInstance * stack, std::function<void()> dismiss, const UpgradeInfo & info, std::function<void(CreatureID)> callback);
 
- 	// for commanders & commander level-up dialog
 
- 	CStackWindow(const CCommanderInstance * commander, bool popup);
 
- 	CStackWindow(const CCommanderInstance * commander, std::vector<ui32> &skills, std::function<void(ui32)> callback);
 
- 	~CStackWindow();
 
- };
 
 
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