text: #ifndef SCENEMANAGERSTATUS_H
  #define SCENEMANAGERSTATUS_H
  
  #include "SceneManager.h"
  #include "SceneGraph/EntityBarsNode.h"
  #include "AttributeNodesDisplay.h"
  #include "SceneGraph/AnimatedNode.h"
  
  class SceneManagerBattle;
  
  class SceneManagerStatus : AttributeNodesDisplay, public SceneManager
  {
      public:
          SceneManagerStatus(SceneManagerBattle* battle = nullptr, Entity* startOnEntity = nullptr);
          virtual ~SceneManagerStatus();
          void ShowForEntity(Entity* entity);
          void ShowForPartyMember(PartyMember* partyMember);
  
          void SetDescription(std::string str);
          void UpdateResistances(Entity* entity);
          void DeselectSkills();
          void SelectSkills();
          void DeselectPassiveEffects();
          void MoveSkillPosition(int from, int to);
  
          virtual void Tick();
          virtual bool IsFinished();
  
          //returns true if Scene Manager below should be displayed first
          virtual bool IsTransparent();
          //returns false if Tick should be called for the Scene Manager below
          virtual bool PausesSceneManagerBelow();
          virtual SceneManagerType GetType();
      protected:
          void MoveDown();
          void MoveUp();
  
  
          SceneManagerBattle* m_battle;
  
          bool m_canSort;
  
          int m_selectedMember;
          Entity* m_selectedEntity;
  
          std::vector<std::shared_ptr<PartyMember> >* m_partyMember;
  
          bool m_finished;
  
          TextNode* m_name;
          TextNode* m_level;
          TextNode* m_class;
          TextNode* m_description;
          float m_expWidth;
          float m_expHeight;
          sf::RectangleShape* m_exp;
          float m_resistanceWidth;
          float m_resistanceHeight;
          std::map<BattleEnums::AttackType, sf::RectangleShape*> m_elementalResistances;
          EntityBarsNode* m_manaAndHealth;
          AnimatedNode* m_battleSprite;
  
          MenuNode* m_skills;
          bool m_skillsActive;
          MenuNode* m_passiveEffects;
          bool m_passiveEffectsActive;
  
      private:
  };
  
  #endif // SCENEMANAGERSTATUS_H
  