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authorBjörn Steinbrink <B.Steinbrink@gmx.de>2006-03-09 05:16:27 +0000
committerBjörn Steinbrink <B.Steinbrink@gmx.de>2006-03-09 05:16:27 +0000
commite5f795ad9952b8bba6993ee3e324b22a0f104816 (patch)
tree1602ac0f74865135eae5acf935b0a285a8e918c2 /src/gui/newskill.cpp
parent7593d6c71e2331c3e43c732db60ad03ee4d5385d (diff)
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Made all class members named like mClassMember.
Diffstat (limited to 'src/gui/newskill.cpp')
-rw-r--r--src/gui/newskill.cpp80
1 files changed, 28 insertions, 52 deletions
diff --git a/src/gui/newskill.cpp b/src/gui/newskill.cpp
index c04ad6a0..be62cd5f 100644
--- a/src/gui/newskill.cpp
+++ b/src/gui/newskill.cpp
@@ -75,23 +75,24 @@ NewSkillDialog::NewSkillDialog():
startPoint = 0;
for ( int i = 0; i < N_SKILL_CAT_SIZE; i++)
{
- skillLabel[i] = new gcn::Label("Empty ");
- skillLevel[i] = new gcn::Label("00000");
- skillbar[i] = new ProgressBar(0.0f,0,0,100,15,0,0,255);
- skillLevel[i]->setAlignment(Graphics::RIGHT);
- add(skillLabel[i],40,5+i*25);
- add(skillLevel[i],150,5+i*25);
- add(skillbar[i],180,5+i*25);
+ mSkillLabel[i] = new gcn::Label("Empty ");
+ mSkillLevel[i] = new gcn::Label("00000");
+ mSkillbar[i] = new ProgressBar(0.0f,0,0,100,15,0,0,255);
+ mSkillLevel[i]->setAlignment(Graphics::RIGHT);
+ add(mSkillLabel[i],40,5+i*25);
+ add(mSkillLevel[i],150,5+i*25);
+ add(mSkillbar[i],180,5+i*25);
}
// initialize the skills
for(int i=0;i<N_SKILL;i++)
{
- playerSkill[i].level = 0;
- playerSkill[i].exp = 0;
+ mPlayerSkill[i].level = 0;
+ mPlayerSkill[i].exp = 0;
}
resetNSD();
// create controls
+ Button *catButton[N_SKILL_CAT];
catButton[0] = new Button("Weapons", "g1", this);
catButton[1] = new Button("Magic", "g2", this);
catButton[2] = new Button("Craft", "g3", this);
@@ -101,43 +102,18 @@ NewSkillDialog::NewSkillDialog():
catButton[6] = new Button("S. Resist", "g7", this);
catButton[7] = new Button("Hunting", "g8", this);
catButton[8] = new Button("Stat", "g9", this);
- closeButton = new Button("Close", "close", this);
- // captions
-
- // positioning
setContentSize(350, 250);
- catButton[0]->setDimension(gcn::Rectangle(0,0,60,20));
- catButton[0]->setPosition(290, 0);
- catButton[1]->setDimension(gcn::Rectangle(0,0,60,20));
- catButton[1]->setPosition(290, 20);
- catButton[2]->setDimension(gcn::Rectangle(0,0,60,20));
- catButton[2]->setPosition(290, 40);
- catButton[3]->setDimension(gcn::Rectangle(0,0,60,20));
- catButton[3]->setPosition(290, 60);
- catButton[4]->setDimension(gcn::Rectangle(0,0,60,20));
- catButton[4]->setPosition(290, 80);
- catButton[5]->setDimension(gcn::Rectangle(0,0,60,20));
- catButton[5]->setPosition(290, 100);
- catButton[6]->setDimension(gcn::Rectangle(0,0,60,20));
- catButton[6]->setPosition(290, 120);
- catButton[7]->setDimension(gcn::Rectangle(0,0,60,20));
- catButton[7]->setPosition(290, 140);
- catButton[8]->setDimension(gcn::Rectangle(0,0,60,20));
- catButton[8]->setPosition(290, 160);
+
+ for (int i = 0; i < 9; ++i) {
+ catButton[i]->setDimension(gcn::Rectangle(0, 0, 60, 20));
+ catButton[i]->setPosition(290, 20 * i);
+ add(catButton[i]);
+ }
+
+ Button *closeButton = new Button("Close", "close", this);
closeButton->setDimension(gcn::Rectangle(0,0,60,20));
closeButton->setPosition(290, 230);
-
- // add controls
- add(catButton[0]);
- add(catButton[1]);
- add(catButton[2]);
- add(catButton[3]);
- add(catButton[4]);
- add(catButton[5]);
- add(catButton[6]);
- add(catButton[7]);
- add(catButton[8]);
add(closeButton);
// finsihing touches
@@ -199,20 +175,20 @@ void NewSkillDialog::resetNSD()
{
if(skill_name[a+startPoint] != "")
{
- skillLabel[a]->setCaption(skill_name[a+startPoint]);
- skillLabel[a]->setVisible(true);
+ mSkillLabel[a]->setCaption(skill_name[a+startPoint]);
+ mSkillLabel[a]->setVisible(true);
char tmp[5];
- sprintf(tmp, "%d",playerSkill[a+startPoint].level);
- skillLevel[a]->setCaption(tmp);
- skillLevel[a]->setVisible(true);
- skillbar[a]->setProgress(0.0f);
- skillbar[a]->setVisible(true);
+ sprintf(tmp, "%d",mPlayerSkill[a+startPoint].level);
+ mSkillLevel[a]->setCaption(tmp);
+ mSkillLevel[a]->setVisible(true);
+ mSkillbar[a]->setProgress(0.0f);
+ mSkillbar[a]->setVisible(true);
}
else
{
- skillLevel[a]->setVisible(false);
- skillLabel[a]->setVisible(false);
- skillbar[a]->setVisible(false);
+ mSkillLevel[a]->setVisible(false);
+ mSkillLabel[a]->setVisible(false);
+ mSkillbar[a]->setVisible(false);
}
}
}