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authorFate <fate.tmw@googlemail.com>2008-11-01 22:39:26 +0000
committerFate <fate.tmw@googlemail.com>2008-11-01 22:39:26 +0000
commit4cfdb3620ccbd0de6bd53c5f22e7b6d3801627bf (patch)
tree20471d3a652d35a193b6c9873b45eded59bd3e63 /src/gui/skill.h
parent885a9c145464a2b376edfd1c9677b84f6d4a8ce5 (diff)
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* Updated GUI table and model to better handle NULL widgets during initialisation
* On SMSG_MOVE et al., ignore boots and glove information-- that information is incorrect and we're guaranteed to already have the correct information anyway. * Properly decode `is dead' information for PCs, so that dead players, when encountered, will be lying on the ground, dead, rather than standing. * Use `skills.xml' file from client data to determine skill names * Report client version number (hereby bumped to 1) in unused charserver slot (ignored by vanilla eAthena)
Diffstat (limited to 'src/gui/skill.h')
-rw-r--r--src/gui/skill.h12
1 files changed, 8 insertions, 4 deletions
diff --git a/src/gui/skill.h b/src/gui/skill.h
index 6879640c..66ec35f3 100644
--- a/src/gui/skill.h
+++ b/src/gui/skill.h
@@ -30,6 +30,7 @@
#include <guichan/actionlistener.hpp>
#include "window.h"
+#include "table.h"
#include "../guichanfwd.h"
@@ -38,13 +39,14 @@ struct SKILL {
short lv, sp;
};
+class SkillGuiTableModel;
+
/**
* The skill dialog.
*
* \ingroup Interface
*/
-class SkillDialog : public Window, public gcn::ActionListener,
- public gcn::ListModel
+class SkillDialog : public Window, public gcn::ActionListener
{
public:
/**
@@ -62,15 +64,17 @@ class SkillDialog : public Window, public gcn::ActionListener,
void update();
int getNumberOfElements();
- std::string getElementAt(int);
bool hasSkill(int id);
void addSkill(int id, int lv, int sp);
void setSkill(int id, int lv, int sp);
void cleanList();
+ const std::vector<SKILL*>& getSkills(void) const { return mSkillList; }
+
private:
- gcn::ListBox *mSkillListBox;
+ GuiTable mTable;//gcn::ListBox *mSkillListBox;
+ SkillGuiTableModel *mTableModel;
gcn::Label *mPointsLabel;
gcn::Button *mIncButton;
gcn::Button *mUseButton;