23 #ifndef PAWS_INFO_WINDOW_HEADER 24 #define PAWS_INFO_WINDOW_HEADER 97 csString stanceConvert(
const uint ID);
This is a window that is controlled by a button on the control bar.
void UpdateAttkQueue(MsgEntry *me)
This is a player or another 'alive' entity on the client.
virtual void Show()
When the window is opened let the controller window know about it.
void SetManaFlashLevel(float val)
A slot which may contain one item, with icon, and stack count.
The structure of 1 queue entry (pointer to a message)
virtual ~pawsInfoWindow()
virtual void HandleMessage(MsgEntry *msg)
void SetStanceHighlight(uint stance)
void SetHPFlashLevel(float val)
virtual void Draw()
Draws the widget and all of it's children.
void SetHPDangerLevel(float val)
virtual bool OnScroll(int direction, pawsScrollBar *widget)
Called whenever a window is scrolled.
bool LoadUserSharedPrefs()
void SetHPWarnLevel(float val)
An object that the client knows about.
void SetManaDangerLevel(float val)
float GetManaFlashLevel()
float GetManaDangerLevel()
A window to show the player's vitals, the target's name and health, and the time. ...
bool PostSetup()
This is called after the widget and all of it's children have been created.
void SetManaWarnLevel(float val)
virtual bool OnButtonPressed(int mouseButton, int keyModifier, pawsWidget *reporter)
Called whenever a button is pressed.
CREATE_PAWS_FACTORY(pawsInfoWindow)