--- /dev/null
+// Copyright (C) 2007, 2008, 2009 Ben Asselstine
+//
+// This program 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.
+//
+// This program 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 Library General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA
+// 02110-1301, USA.
+
+#include "heroesmap.h"
+
+#include "city.h"
+#include "citylist.h"
+#include "playerlist.h"
+#include "GraphicsCache.h"
+#include "player.h"
+#include "stacklist.h"
+#include "hero.h"
+#include "gui/image-helpers.h"
+
+HeroesMap::HeroesMap(std::list<Hero*> h)
+{
+ heroes = h;
+ active_hero = *(heroes.begin());
+}
+
+void HeroesMap::draw_hero(Hero *hero, bool active)
+{
+ Player *player = Playerlist::getActiveplayer();
+ Vector<int> start = player->getStacklist()->getPosition(hero->getId());
+
+ start = mapToSurface(start);
+
+ start += Vector<int>(int(pixels_per_tile/2), int(pixels_per_tile/2));
+
+ PixMask *heropic =
+ GraphicsCache::getInstance()->getSmallHeroPic(active);
+
+ heropic->blit_centered(surface, start);
+}
+
+void HeroesMap::after_draw()
+{
+ OverviewMap::after_draw();
+ draw_cities(false);
+ for (std::list<Hero*>::iterator it = heroes.begin(); it != heroes.end();
+ it++)
+ {
+ if (*it == active_hero)
+ draw_hero(*it, true);
+ else
+ draw_hero(*it, false);
+ }
+
+ map_changed.emit(surface);
+}
+
+void HeroesMap::mouse_button_event(MouseButtonEvent e)
+{
+ Player *active = Playerlist::getActiveplayer();
+ if (e.button == MouseButtonEvent::LEFT_BUTTON &&
+ e.state == MouseButtonEvent::PRESSED)
+ {
+ Vector<int> dest;
+ dest = mapFromScreen(e.pos);
+
+ //is dest close to one of our heroes?
+ Hero *hero = active->getStacklist()->getNearestHero(dest, 4);
+ if (hero)
+ {
+ active_hero = hero;
+ hero_selected.emit(hero);
+ }
+ }
+
+}