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window_skill.h
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/*
* This file is part of EasyRPG Player.
*
* EasyRPG Player is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* EasyRPG Player is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with EasyRPG Player. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef EP_WINDOW_SKILL_H
#define EP_WINDOW_SKILL_H
// Headers
#include <vector>
#include "window_selectable.h"
/**
* Window_Skill class.
*/
class Window_Skill : public Window_Selectable {
public:
/**
* Constructor.
*/
Window_Skill(int ix, int iy, int iwidth, int iheight);
/**
* Sets the actor whose skills are displayed.
*
* @param actor actor.
*/
void SetActor(const Game_Actor& actor);
/**
* Gets skill.
*
* @return current selected skill.
*/
const lcf::rpg::Skill* GetSkill() const;
/**
* Refreshes the skill list.
*/
virtual void Refresh();
/**
* Draws a skill together with the costs.
*
* @param index index of skill to draw.
*/
void DrawItem(int index);
/**
* Updates the help window.
*/
void UpdateHelp() override;
/**
* Checks if the skill should be in the list.
*
* @param skill_id skill to check.
*/
virtual bool CheckInclude(int skill_id);
/**
* Checks if skill should be enabled.
*
* @param skill_id skill to check.
*/
virtual bool CheckEnable(int skill_id);
/**
* Filters skill window by subset.
*
* @param subset Subset to filter for (0 for no subset)
*/
void SetSubsetFilter(int subset);
protected:
std::vector<int> data;
const Game_Actor* actor;
int subset;
};
/**
* Window_Skill class.
*/
class Window_BattleSkill : public Window_Skill {
public:
using Window_Skill::Window_Skill;
/**
* Saves the value of GetIndex() for actor.
*
* @param which_actor which actor to save
**/
void SaveActorIndex(int which_actor);
/**
* Restores the index value for actor.
*
* @param which_actor which actor to restore
**/
void RestoreActorIndex(int which_actor);
private:
std::array<int,4> actor_index = {{}};
};
inline void Window_BattleSkill::SaveActorIndex(int which_actor) {
actor_index[which_actor] = GetIndex();
}
inline void Window_BattleSkill::RestoreActorIndex(int which_actor) {
SetIndex(actor_index[which_actor]);
}
#endif