Merge remote branch 'scrawl/spellwindow'

actorid
Marc Zinnschlag 13 years ago
commit 2bbbff2b75

@ -28,7 +28,7 @@ add_openmw_dir (mwgui
dialogue_history window_base stats_window messagebox journalwindow charactercreation
map_window window_pinnable_base cursorreplace tooltips scrollwindow bookwindow list
formatting inventorywindow container hud countdialog tradewindow settingswindow
confirmationdialog alchemywindow referenceinterface
confirmationdialog alchemywindow referenceinterface spellwindow
)
add_openmw_dir (mwdialogue

@ -347,7 +347,6 @@ void ContainerBase::setFilter(ContainerBase::Filter filter)
void ContainerBase::openContainer(MWWorld::Ptr container)
{
mPtr = container;
drawItems();
}
void ContainerBase::drawItems()
@ -535,6 +534,8 @@ void ContainerBase::drawItems()
MyGUI::IntSize size = MyGUI::IntSize(std::max(mItemView->getSize().width, x+42), mItemView->getSize().height);
mItemView->setCanvasSize(size);
mContainerWidget->setSize(size);
notifyContentChanged();
}
std::string ContainerBase::getCountString(const int count)
@ -636,6 +637,7 @@ void ContainerWindow::open(MWWorld::Ptr container)
{
openContainer(container);
setTitle(MWWorld::Class::get(container).getName(container));
drawItems();
}
void ContainerWindow::onCloseButtonClicked(MyGUI::Widget* _sender)

@ -120,6 +120,8 @@ namespace MWGui
virtual bool ignoreEquippedItems() { return false; }
virtual std::vector<MWWorld::Ptr> itemsToIgnore() { return std::vector<MWWorld::Ptr>(); }
virtual void notifyContentChanged() { ; }
};
class ContainerWindow : public ContainerBase, public WindowBase

@ -44,15 +44,18 @@ HUD::HUD(int width, int height, int fpsLevel, DragAndDrop* dragAndDrop)
, mCellNameTimer(0.0f)
, mCellNameBox(NULL)
, mMapVisible(true)
, mWeaponVisible(true)
, mSpellVisible(true)
{
setCoord(0,0, width, height);
// Energy bars
getWidget(mHealthFrame, "HealthFrame");
getWidget(health, "Health");
getWidget(magicka, "Magicka");
getWidget(stamina, "Stamina");
hmsBaseLeft = health->getLeft();
hmsBaseLeft = mHealthFrame->getLeft();
MyGUI::Widget *healthFrame, *magickaFrame, *fatigueFrame;
getWidget(healthFrame, "HealthFrame");
@ -62,6 +65,8 @@ HUD::HUD(int width, int height, int fpsLevel, DragAndDrop* dragAndDrop)
magickaFrame->eventMouseButtonClick += MyGUI::newDelegate(this, &HUD::onHMSClicked);
fatigueFrame->eventMouseButtonClick += MyGUI::newDelegate(this, &HUD::onHMSClicked);
const MyGUI::IntSize& viewSize = MyGUI::RenderManager::getInstance().getViewSize();
// Item and spell images and status bars
getWidget(weapBox, "WeapBox");
getWidget(weapImage, "WeapImage");
@ -77,16 +82,17 @@ HUD::HUD(int width, int height, int fpsLevel, DragAndDrop* dragAndDrop)
getWidget(effectBox, "EffectBox");
getWidget(effect1, "Effect1");
effectBoxBaseRight = effectBox->getRight();
effectBoxBaseRight = viewSize.width - effectBox->getRight();
effectBox->eventMouseButtonClick += MyGUI::newDelegate(this, &HUD::onMagicClicked);
getWidget(minimapBox, "MiniMapBox");
minimapBoxBaseRight = minimapBox->getRight();
minimapBoxBaseRight = viewSize.width - minimapBox->getRight();
minimapBox->eventMouseButtonClick += MyGUI::newDelegate(this, &HUD::onMapClicked);
getWidget(minimap, "MiniMap");
getWidget(compass, "Compass");
getWidget(mCellNameBox, "CellName");
getWidget(mWeaponSpellBox, "WeaponSpellName");
getWidget(crosshair, "Crosshair");
@ -95,12 +101,6 @@ HUD::HUD(int width, int height, int fpsLevel, DragAndDrop* dragAndDrop)
getWidget(trianglecounter, "TriangleCounter");
getWidget(batchcounter, "BatchCounter");
// These are just demo values, you should replace these with
// real calls from outside the class later.
setWeapIcon("icons\\w\\tx_knife_iron.dds");
setWeapStatus(90, 100);
setSpellIcon("icons\\s\\b_tx_s_rstor_health.dds");
setSpellStatus(65, 100);
setEffect("icons\\s\\tx_s_chameleon.dds");
LocalMapBase::init(minimap, compass, this);
@ -112,6 +112,8 @@ HUD::HUD(int width, int height, int fpsLevel, DragAndDrop* dragAndDrop)
void HUD::setFpsLevel(int level)
{
fpscounter = 0;
MyGUI::Widget* fps;
getWidget(fps, "FPSBoxAdv");
fps->setVisible(false);
@ -134,7 +136,8 @@ void HUD::setFpsLevel(int level)
void HUD::setFPS(float fps)
{
fpscounter->setCaption(boost::lexical_cast<std::string>((int)fps));
if (fpscounter)
fpscounter->setCaption(boost::lexical_cast<std::string>((int)fps));
}
void HUD::setTriangleCount(size_t count)
@ -147,28 +150,6 @@ void HUD::setBatchCount(size_t count)
batchcounter->setCaption(boost::lexical_cast<std::string>(count));
}
void HUD::setWeapIcon(const char *str)
{
weapImage->setImageTexture(str);
}
void HUD::setSpellIcon(const char *str)
{
spellImage->setImageTexture(str);
}
void HUD::setWeapStatus(int s, int smax)
{
weapStatus->setProgressRange(smax);
weapStatus->setProgressPosition(s);
}
void HUD::setSpellStatus(int s, int smax)
{
spellStatus->setProgressRange(smax);
spellStatus->setProgressPosition(s);
}
void HUD::setEffect(const char *img)
{
effect1->setImageTexture(img);
@ -217,7 +198,12 @@ void HUD::setBottomLeftVisibility(bool hmsVisible, bool weapVisible, bool spellV
spellDx = weapDx = weapBoxBaseLeft - hmsBaseLeft;
if (!weapVisible)
spellDx -= spellBoxBaseLeft - weapBoxBaseLeft;
spellDx += spellBoxBaseLeft - weapBoxBaseLeft;
mWeaponVisible = weapVisible;
mSpellVisible = spellVisible;
if (!mWeaponVisible && !mSpellVisible)
mWeaponSpellBox->setVisible(false);
health->setVisible(hmsVisible);
stamina->setVisible(hmsVisible);
@ -230,14 +216,16 @@ void HUD::setBottomLeftVisibility(bool hmsVisible, bool weapVisible, bool spellV
void HUD::setBottomRightVisibility(bool effectBoxVisible, bool minimapBoxVisible)
{
const MyGUI::IntSize& viewSize = MyGUI::RenderManager::getInstance().getViewSize();
// effect box can have variable width -> variable left coordinate
int effectsDx = 0;
if (!minimapBoxVisible)
effectsDx = minimapBoxBaseRight - effectBoxBaseRight;
effectsDx = (viewSize.width - minimapBoxBaseRight) - (viewSize.width - effectBoxBaseRight);
mMapVisible = minimapBoxVisible;
minimapBox->setVisible(minimapBoxVisible);
effectBox->setPosition(effectBoxBaseRight - effectBox->getWidth() + effectsDx, effectBox->getTop());
effectBox->setPosition((viewSize.width - effectBoxBaseRight) - effectBox->getWidth() + effectsDx, effectBox->getTop());
effectBox->setVisible(effectBoxVisible);
}
@ -346,11 +334,150 @@ void HUD::setCellName(const std::string& cellName)
void HUD::onFrame(float dt)
{
mCellNameTimer -= dt;
mWeaponSpellTimer -= dt;
if (mCellNameTimer < 0)
mCellNameBox->setVisible(false);
if (mWeaponSpellTimer < 0)
mWeaponSpellBox->setVisible(false);
}
void HUD::onResChange(int width, int height)
{
setCoord(0, 0, width, height);
}
void HUD::setSelectedSpell(const std::string& spellId, int successChancePercent)
{
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().spells.find(spellId);
std::string spellName = spell->name;
if (spellName != mSpellName && mSpellVisible)
{
mWeaponSpellTimer = 5.0f;
mSpellName = spellName;
mWeaponSpellBox->setCaption(mSpellName);
mWeaponSpellBox->setVisible(true);
}
spellStatus->setProgressRange(100);
spellStatus->setProgressPosition(successChancePercent);
if (spellImage->getChildCount())
MyGUI::Gui::getInstance().destroyWidget(spellImage->getChildAt(0));
spellBox->setUserString("ToolTipType", "Spell");
spellBox->setUserString("Spell", spellId);
// use the icon of the first effect
const ESM::MagicEffect* effect = MWBase::Environment::get().getWorld()->getStore().magicEffects.find(spell->effects.list.front().effectID);
std::string icon = effect->icon;
int slashPos = icon.find("\\");
icon.insert(slashPos+1, "b_");
icon = std::string("icons\\") + icon;
Widgets::fixTexturePath(icon);
spellImage->setImageTexture(icon);
}
void HUD::setSelectedEnchantItem(const MWWorld::Ptr& item, int chargePercent)
{
std::string itemName = MWWorld::Class::get(item).getName(item);
if (itemName != mSpellName && mSpellVisible)
{
mWeaponSpellTimer = 5.0f;
mSpellName = itemName;
mWeaponSpellBox->setCaption(mSpellName);
mWeaponSpellBox->setVisible(true);
}
spellStatus->setProgressRange(100);
spellStatus->setProgressPosition(chargePercent);
if (spellImage->getChildCount())
MyGUI::Gui::getInstance().destroyWidget(spellImage->getChildAt(0));
spellBox->setUserString("ToolTipType", "ItemPtr");
spellBox->setUserData(item);
spellImage->setImageTexture("textures\\menu_icon_magic_mini.dds");
MyGUI::ImageBox* itemBox = spellImage->createWidgetReal<MyGUI::ImageBox>("ImageBox", MyGUI::FloatCoord(0,0,1,1)
, MyGUI::Align::Stretch);
std::string path = std::string("icons\\");
path+=MWWorld::Class::get(item).getInventoryIcon(item);
Widgets::fixTexturePath(path);
itemBox->setImageTexture(path);
itemBox->setNeedMouseFocus(false);
}
void HUD::setSelectedWeapon(const MWWorld::Ptr& item, int durabilityPercent)
{
std::string itemName = MWWorld::Class::get(item).getName(item);
if (itemName != mWeaponName && mWeaponVisible)
{
mWeaponSpellTimer = 5.0f;
mWeaponName = itemName;
mWeaponSpellBox->setCaption(mWeaponName);
mWeaponSpellBox->setVisible(true);
}
weapBox->setUserString("ToolTipType", "ItemPtr");
weapBox->setUserData(item);
weapStatus->setProgressRange(100);
weapStatus->setProgressPosition(durabilityPercent);
if (weapImage->getChildCount())
MyGUI::Gui::getInstance().destroyWidget(weapImage->getChildAt(0));
std::string path = std::string("icons\\");
path+=MWWorld::Class::get(item).getInventoryIcon(item);
Widgets::fixTexturePath(path);
if (MWWorld::Class::get(item).getEnchantment(item) != "")
{
weapImage->setImageTexture("textures\\menu_icon_magic_mini.dds");
MyGUI::ImageBox* itemBox = weapImage->createWidgetReal<MyGUI::ImageBox>("ImageBox", MyGUI::FloatCoord(0,0,1,1)
, MyGUI::Align::Stretch);
itemBox->setImageTexture(path);
itemBox->setNeedMouseFocus(false);
}
else
weapImage->setImageTexture(path);
}
void HUD::unsetSelectedSpell()
{
std::string spellName = "#{sNone}";
if (spellName != mSpellName && mSpellVisible)
{
mWeaponSpellTimer = 5.0f;
mSpellName = spellName;
mWeaponSpellBox->setCaptionWithReplacing(mSpellName);
mWeaponSpellBox->setVisible(true);
}
if (spellImage->getChildCount())
MyGUI::Gui::getInstance().destroyWidget(spellImage->getChildAt(0));
spellStatus->setProgressRange(100);
spellStatus->setProgressPosition(0);
spellImage->setImageTexture("");
spellBox->clearUserStrings();
}
void HUD::unsetSelectedWeapon()
{
std::string itemName = "#{sSkillHandtohand}";
if (itemName != mWeaponName && mWeaponVisible)
{
mWeaponSpellTimer = 5.0f;
mWeaponName = itemName;
mWeaponSpellBox->setCaptionWithReplacing(mWeaponName);
mWeaponSpellBox->setVisible(true);
}
if (weapImage->getChildCount())
MyGUI::Gui::getInstance().destroyWidget(weapImage->getChildAt(0));
weapStatus->setProgressRange(100);
weapStatus->setProgressPosition(0);
weapImage->setImageTexture("icons\\k\\stealth_handtohand.dds");
weapBox->clearUserStrings();
}

@ -3,6 +3,7 @@
#include <openengine/gui/layout.hpp>
#include "../mwmechanics/stat.hpp"
#include "../mwworld/ptr.hpp"
namespace MWGui
{
@ -12,10 +13,6 @@ namespace MWGui
{
public:
HUD(int width, int height, int fpsLevel, DragAndDrop* dragAndDrop);
void setWeapIcon(const char *str);
void setSpellIcon(const char *str);
void setWeapStatus(int s, int smax);
void setSpellStatus(int s, int smax);
void setEffect(const char *img);
void setValue (const std::string& id, const MWMechanics::DynamicStat<int>& value);
void setFPS(float fps);
@ -25,12 +22,19 @@ namespace MWGui
void setBottomRightVisibility(bool effectBoxVisible, bool minimapVisible);
void setFpsLevel(const int level);
void setSelectedSpell(const std::string& spellId, int successChancePercent);
void setSelectedEnchantItem(const MWWorld::Ptr& item, int chargePercent);
void setSelectedWeapon(const MWWorld::Ptr& item, int durabilityPercent);
void unsetSelectedSpell();
void unsetSelectedWeapon();
void onFrame(float dt);
void onResChange(int width, int height);
void setCellName(const std::string& cellName);
MyGUI::ProgressPtr health, magicka, stamina;
MyGUI::Widget* mHealthFrame;
MyGUI::Widget *weapBox, *spellBox;
MyGUI::ImageBox *weapImage, *spellImage;
MyGUI::ProgressPtr weapStatus, spellStatus;
@ -40,6 +44,7 @@ namespace MWGui
MyGUI::ImageBox* compass;
MyGUI::ImageBox* crosshair;
MyGUI::TextBox* mCellNameBox;
MyGUI::TextBox* mWeaponSpellBox;
MyGUI::WidgetPtr fpsbox;
MyGUI::TextBox* fpscounter;
@ -57,7 +62,13 @@ namespace MWGui
std::string mCellName;
float mCellNameTimer;
std::string mWeaponName;
std::string mSpellName;
float mWeaponSpellTimer;
bool mMapVisible;
bool mWeaponVisible;
bool mSpellVisible;
void onWorldClicked(MyGUI::Widget* _sender);
void onWorldMouseOver(MyGUI::Widget* _sender, int x, int y);

@ -20,6 +20,7 @@
#include "widgets.hpp"
#include "bookwindow.hpp"
#include "scrollwindow.hpp"
#include "spellwindow.hpp"
namespace
{
@ -91,7 +92,7 @@ namespace MWGui
mFilterAll->setStateSelected(true);
setCoord(0, 342, 600, 258);
setCoord(0, 342, 498, 258);
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
openContainer(player);
@ -187,6 +188,15 @@ namespace MWGui
mWindowManager.setDragDrop(false);
drawItems();
// update selected weapon icon
MWWorld::InventoryStore& invStore = MWWorld::Class::get(mPtr).getInventoryStore(mPtr);
MWWorld::ContainerStoreIterator weaponSlot = invStore.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if (weaponSlot == invStore.end())
mWindowManager.unsetSelectedWeapon();
else
mWindowManager.setSelectedWeapon(*weaponSlot, 100); /// \todo track weapon durability
}
}
@ -259,4 +269,20 @@ namespace MWGui
{
mTrading = true;
}
void InventoryWindow::notifyContentChanged()
{
// update the spell window just in case new enchanted items were added to inventory
if (mWindowManager.getSpellWindow())
mWindowManager.getSpellWindow()->updateSpells();
// update selected weapon icon
MWWorld::InventoryStore& invStore = MWWorld::Class::get(mPtr).getInventoryStore(mPtr);
MWWorld::ContainerStoreIterator weaponSlot = invStore.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if (weaponSlot == invStore.end())
mWindowManager.unsetSelectedWeapon();
else
mWindowManager.setSelectedWeapon(*weaponSlot, 100); /// \todo track weapon durability
}
}

@ -50,6 +50,8 @@ namespace MWGui
virtual void _unequipItem(MWWorld::Ptr item);
virtual void onReferenceUnavailable() { ; }
virtual void notifyContentChanged();
};
}

@ -0,0 +1,449 @@
#include "spellwindow.hpp"
#include <boost/algorithm/string.hpp>
#include <boost/lexical_cast.hpp>
#include <boost/format.hpp>
#include "../mwworld/world.hpp"
#include "../mwworld/player.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwbase/environment.hpp"
#include "../mwmechanics/spells.hpp"
#include "../mwmechanics/creaturestats.hpp"
#include "../mwmechanics/spellsuccess.hpp"
#include "../mwsound/soundmanager.hpp"
#include "window_manager.hpp"
#include "inventorywindow.hpp"
#include "confirmationdialog.hpp"
namespace
{
bool sortSpells(const std::string& left, const std::string& right)
{
const ESM::Spell* a = MWBase::Environment::get().getWorld()->getStore().spells.find(left);
const ESM::Spell* b = MWBase::Environment::get().getWorld()->getStore().spells.find(right);
int cmp = a->name.compare(b->name);
return cmp < 0;
}
bool sortItems(const MWWorld::Ptr& left, const MWWorld::Ptr& right)
{
int cmp = MWWorld::Class::get(left).getName(left).compare(
MWWorld::Class::get(right).getName(right));
return cmp < 0;
}
}
namespace MWGui
{
SpellWindow::SpellWindow(WindowManager& parWindowManager)
: WindowPinnableBase("openmw_spell_window_layout.xml", parWindowManager)
, mHeight(0)
, mWidth(0)
{
getWidget(mSpellView, "SpellView");
getWidget(mEffectBox, "EffectsBox");
setCoord(498, 300, 302, 300);
updateSpells();
mMainWidget->castType<MyGUI::Window>()->eventWindowChangeCoord += MyGUI::newDelegate(this, &SpellWindow::onWindowResize);
}
void SpellWindow::onPinToggled()
{
mWindowManager.setSpellVisibility(!mPinned);
}
void SpellWindow::open()
{
updateSpells();
}
void SpellWindow::updateSpells()
{
const int spellHeight = 18;
mHeight = 0;
while (mSpellView->getChildCount())
MyGUI::Gui::getInstance().destroyWidget(mSpellView->getChildAt(0));
// retrieve all player spells, divide them into Powers and Spells and sort them
std::vector<std::string> spellList;
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
MWWorld::InventoryStore& store = MWWorld::Class::get(player).getInventoryStore(player);
MWMechanics::CreatureStats& stats = MWWorld::Class::get(player).getCreatureStats(player);
MWMechanics::Spells& spells = stats.mSpells;
// the following code switches between selected enchanted item and selected spell (only one of these
// can be active at a time)
std::string selectedSpell = spells.getSelectedSpell();
MWWorld::Ptr selectedItem;
if (store.getSelectedEnchantItem() != store.end())
{
selectedSpell = "";
selectedItem = *store.getSelectedEnchantItem();
bool allowSelectedItem = true;
// if the selected item can be equipped, make sure that it actually is equipped
std::pair<std::vector<int>, bool> slots;
slots = MWWorld::Class::get(selectedItem).getEquipmentSlots(selectedItem);
if (!slots.first.empty())
{
bool equipped = false;
for (int i=0; i < MWWorld::InventoryStore::Slots; ++i)
{
if (store.getSlot(i) != store.end() && *store.getSlot(i) == selectedItem)
{
equipped = true;
break;
}
}
if (!equipped)
allowSelectedItem = false;
}
if (!allowSelectedItem)
{
store.setSelectedEnchantItem(store.end());
spells.setSelectedSpell("");
mWindowManager.unsetSelectedSpell();
selectedItem = MWWorld::Ptr();
}
}
for (MWMechanics::Spells::TIterator it = spells.begin(); it != spells.end(); ++it)
{
spellList.push_back(*it);
}
std::vector<std::string> powers;
std::vector<std::string>::iterator it = spellList.begin();
while (it != spellList.end())
{
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().spells.find(*it);
if (spell->data.type == ESM::Spell::ST_Power)
{
powers.push_back(*it);
it = spellList.erase(it);
}
else if (spell->data.type == ESM::Spell::ST_Ability)
{
// abilities are always active and don't show in the spell window.
it = spellList.erase(it);
}
else
++it;
}
std::sort(powers.begin(), powers.end(), sortSpells);
std::sort(spellList.begin(), spellList.end(), sortSpells);
// retrieve player's enchanted items
std::vector<MWWorld::Ptr> items;
for (MWWorld::ContainerStoreIterator it(store.begin()); it != store.end(); ++it)
{
std::string enchantId = MWWorld::Class::get(*it).getEnchantment(*it);
if (enchantId != "")
{
// only add items with "Cast once" or "Cast on use"
const ESM::Enchantment* enchant = MWBase::Environment::get().getWorld()->getStore().enchants.find(enchantId);
int type = enchant->data.type;
if (type != ESM::Enchantment::CastOnce
&& type != ESM::Enchantment::WhenUsed)
continue;
items.push_back(*it);
}
}
std::sort(items.begin(), items.end(), sortItems);
int height = estimateHeight(items.size() + powers.size() + spellList.size());
bool scrollVisible = height > mSpellView->getHeight();
mWidth = mSpellView->getWidth() - (scrollVisible ? 18 : 0);
// powers
addGroup("#{sPowers}", "");
for (std::vector<std::string>::const_iterator it = powers.begin(); it != powers.end(); ++it)
{
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().spells.find(*it);
MyGUI::Button* t = mSpellView->createWidget<MyGUI::Button>("SpellText",
MyGUI::IntCoord(4, mHeight, mWidth-8, spellHeight), MyGUI::Align::Left | MyGUI::Align::Top);
t->setCaption(spell->name);
t->setTextAlign(MyGUI::Align::Left);
t->setUserString("ToolTipType", "Spell");
t->setUserString("Spell", *it);
t->eventMouseWheel += MyGUI::newDelegate(this, &SpellWindow::onMouseWheel);
t->eventMouseButtonClick += MyGUI::newDelegate(this, &SpellWindow::onSpellSelected);
if (*it == selectedSpell)
t->setStateSelected(true);
mHeight += spellHeight;
}
// other spells
addGroup("#{sSpells}", "#{sCostChance}");
for (std::vector<std::string>::const_iterator it = spellList.begin(); it != spellList.end(); ++it)
{
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().spells.find(*it);
MyGUI::Button* t = mSpellView->createWidget<MyGUI::Button>("SpellText",
MyGUI::IntCoord(4, mHeight, mWidth-8, spellHeight), MyGUI::Align::Left | MyGUI::Align::Top);
t->setCaption(spell->name);
t->setTextAlign(MyGUI::Align::Left);
t->setUserString("ToolTipType", "Spell");
t->setUserString("Spell", *it);
t->eventMouseWheel += MyGUI::newDelegate(this, &SpellWindow::onMouseWheel);
t->eventMouseButtonClick += MyGUI::newDelegate(this, &SpellWindow::onSpellSelected);
t->setStateSelected(*it == selectedSpell);
// cost / success chance
MyGUI::Button* costChance = mSpellView->createWidget<MyGUI::Button>("SpellText",
MyGUI::IntCoord(4, mHeight, mWidth-8, spellHeight), MyGUI::Align::Left | MyGUI::Align::Top);
std::string cost = boost::lexical_cast<std::string>(spell->data.cost);
std::string chance = boost::lexical_cast<std::string>(int(MWMechanics::getSpellSuccessChance(*it, player)));
costChance->setCaption(cost + "/" + chance);
costChance->setTextAlign(MyGUI::Align::Right);
costChance->setNeedMouseFocus(false);
costChance->setStateSelected(*it == selectedSpell);
mHeight += spellHeight;
}
// enchanted items
addGroup("#{sMagicItem}", "#{sCostCharge}");
for (std::vector<MWWorld::Ptr>::const_iterator it = items.begin(); it != items.end(); ++it)
{
MWWorld::Ptr item = *it;
const ESM::Enchantment* enchant = MWBase::Environment::get().getWorld()->getStore().enchants.find(MWWorld::Class::get(item).getEnchantment(item));
// check if the item is currently equipped (will display in a different color)
bool equipped = false;
for (int i=0; i < MWWorld::InventoryStore::Slots; ++i)
{
if (store.getSlot(i) != store.end() && *store.getSlot(i) == item)
{
equipped = true;
break;
}
}
MyGUI::Button* t = mSpellView->createWidget<MyGUI::Button>(equipped ? "SpellText" : "SpellTextUnequipped",
MyGUI::IntCoord(4, mHeight, mWidth-8, spellHeight), MyGUI::Align::Left | MyGUI::Align::Top);
t->setCaption(MWWorld::Class::get(item).getName(item));
t->setTextAlign(MyGUI::Align::Left);
t->setUserData(item);
t->setUserString("ToolTipType", "ItemPtr");
t->setUserString("Equipped", equipped ? "true" : "false");
t->eventMouseButtonClick += MyGUI::newDelegate(this, &SpellWindow::onEnchantedItemSelected);
t->eventMouseWheel += MyGUI::newDelegate(this, &SpellWindow::onMouseWheel);
t->setStateSelected(item == selectedItem);
// cost / charge
MyGUI::Button* costCharge = mSpellView->createWidget<MyGUI::Button>(equipped ? "SpellText" : "SpellTextUnequipped",
MyGUI::IntCoord(4, mHeight, mWidth-8, spellHeight), MyGUI::Align::Left | MyGUI::Align::Top);
std::string cost = boost::lexical_cast<std::string>(enchant->data.cost);
std::string charge = boost::lexical_cast<std::string>(enchant->data.charge); /// \todo track current charge
if (enchant->data.type == ESM::Enchantment::CastOnce)
{
// this is Morrowind behaviour
cost = "100";
charge = "100";
}
costCharge->setCaption(cost + "/" + charge);
costCharge->setTextAlign(MyGUI::Align::Right);
costCharge->setNeedMouseFocus(false);
costCharge->setStateSelected(item == selectedItem);
mHeight += spellHeight;
}
mSpellView->setCanvasSize(mSpellView->getWidth(), std::max(mSpellView->getHeight(), mHeight));
}
void SpellWindow::addGroup(const std::string &label, const std::string& label2)
{
if (mSpellView->getChildCount() > 0)
{
MyGUI::ImageBox* separator = mSpellView->createWidget<MyGUI::ImageBox>("MW_HLine",
MyGUI::IntCoord(4, mHeight, mWidth-8, 18),
MyGUI::Align::Left | MyGUI::Align::Top);
separator->setNeedMouseFocus(false);
mHeight += 18;
}
MyGUI::TextBox* groupWidget = mSpellView->createWidget<MyGUI::TextBox>("SandBrightText",
MyGUI::IntCoord(0, mHeight, mWidth, 24),
MyGUI::Align::Left | MyGUI::Align::Top | MyGUI::Align::HStretch);
groupWidget->setCaptionWithReplacing(label);
groupWidget->setTextAlign(MyGUI::Align::Left);
groupWidget->setNeedMouseFocus(false);
if (label2 != "")
{
MyGUI::TextBox* groupWidget2 = mSpellView->createWidget<MyGUI::TextBox>("SandBrightText",
MyGUI::IntCoord(0, mHeight, mWidth-4, 24),
MyGUI::Align::Left | MyGUI::Align::Top);
groupWidget2->setCaptionWithReplacing(label2);
groupWidget2->setTextAlign(MyGUI::Align::Right);
groupWidget2->setNeedMouseFocus(false);
}
mHeight += 24;
}
void SpellWindow::onWindowResize(MyGUI::Window* _sender)
{
updateSpells();
}
void SpellWindow::onEnchantedItemSelected(MyGUI::Widget* _sender)
{
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
MWMechanics::CreatureStats& stats = MWWorld::Class::get(player).getCreatureStats(player);
MWWorld::InventoryStore& store = MWWorld::Class::get(player).getInventoryStore(player);
MWMechanics::Spells& spells = stats.mSpells;
MWWorld::Ptr item = *_sender->getUserData<MWWorld::Ptr>();
// retrieve ContainerStoreIterator to the item
MWWorld::ContainerStoreIterator it = store.begin();
for (; it != store.end(); ++it)
{
if (*it == item)
{
break;
}
}
assert(it != store.end());
// equip, if it can be equipped and is not already equipped
if (_sender->getUserString("Equipped") == "false"
&& !MWWorld::Class::get(item).getEquipmentSlots(item).first.empty())
{
// sound
MWBase::Environment::get().getSoundManager()->playSound(MWWorld::Class::get(item).getUpSoundId(item), 1.0, 1.0);
// Note: can't use Class::use here because enchanted scrolls for example would then open the scroll window instead of equipping
/// \todo the following code is pretty much copy&paste from ActionEquip, put it in a function?
// slots that this item can be equipped in
std::pair<std::vector<int>, bool> slots = MWWorld::Class::get(item).getEquipmentSlots(item);
// equip the item in the first free slot
for (std::vector<int>::const_iterator slot=slots.first.begin();
slot!=slots.first.end(); ++slot)
{
// if all slots are occupied, replace the last slot
if (slot == --slots.first.end())
{
store.equip(*slot, it);
break;
}
if (store.getSlot(*slot) == store.end())
{
// slot is not occupied
store.equip(*slot, it);
break;
}
}
/// \todo scripts?
// since we changed equipping status, update the inventory window
mWindowManager.getInventoryWindow()->drawItems();
}
store.setSelectedEnchantItem(it);
spells.setSelectedSpell("");
mWindowManager.setSelectedEnchantItem(item, 100); /// \todo track charge %
updateSpells();
}
void SpellWindow::onSpellSelected(MyGUI::Widget* _sender)
{
std::string spellId = _sender->getUserString("Spell");
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
MWMechanics::CreatureStats& stats = MWWorld::Class::get(player).getCreatureStats(player);
MWWorld::InventoryStore& store = MWWorld::Class::get(player).getInventoryStore(player);
MWMechanics::Spells& spells = stats.mSpells;
if (MyGUI::InputManager::getInstance().isShiftPressed())
{
// delete spell, if allowed
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().spells.find(spellId);
if (spell->data.flags & ESM::Spell::F_Always
|| spell->data.type == ESM::Spell::ST_Power)
{
mWindowManager.messageBox("#{sDeleteSpellError}", std::vector<std::string>());
}
else
{
// ask for confirmation
mSpellToDelete = spellId;
ConfirmationDialog* dialog = mWindowManager.getConfirmationDialog();
std::string question = mWindowManager.getGameSettingString("sQuestionDeleteSpell", "Delete %s?");
question = boost::str(boost::format(question) % spell->name);
dialog->open(question);
dialog->eventOkClicked.clear();
dialog->eventOkClicked += MyGUI::newDelegate(this, &SpellWindow::onDeleteSpellAccept);
dialog->eventCancelClicked.clear();
}
}
else
{
spells.setSelectedSpell(spellId);
store.setSelectedEnchantItem(store.end());
mWindowManager.setSelectedSpell(spellId, int(MWMechanics::getSpellSuccessChance(spellId, player)));
}
updateSpells();
}
int SpellWindow::estimateHeight(int numSpells) const
{
int height = 0;
height += 24 * 3 + 18 * 2; // group headings
height += numSpells * 18;
return height;
}
void SpellWindow::onMouseWheel(MyGUI::Widget* _sender, int _rel)
{
if (mSpellView->getViewOffset().top + _rel*0.3 > 0)
mSpellView->setViewOffset(MyGUI::IntPoint(0, 0));
else
mSpellView->setViewOffset(MyGUI::IntPoint(0, mSpellView->getViewOffset().top + _rel*0.3));
}
void SpellWindow::onDeleteSpellAccept()
{
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
MWMechanics::CreatureStats& stats = MWWorld::Class::get(player).getCreatureStats(player);
MWMechanics::Spells& spells = stats.mSpells;
if (spells.getSelectedSpell() == mSpellToDelete)
{
spells.setSelectedSpell("");
mWindowManager.unsetSelectedSpell();
}
spells.remove(mSpellToDelete);
updateSpells();
}
}

@ -0,0 +1,39 @@
#ifndef MWGUI_SPELLWINDOW_H
#define MWGUI_SPELLWINDOW_H
#include "window_pinnable_base.hpp"
namespace MWGui
{
class SpellWindow : public WindowPinnableBase
{
public:
SpellWindow(WindowManager& parWindowManager);
void updateSpells();
protected:
MyGUI::ScrollView* mSpellView;
MyGUI::Widget* mEffectBox;
int mHeight;
int mWidth;
std::string mSpellToDelete;
void addGroup(const std::string& label, const std::string& label2);
int estimateHeight(int numSpells) const;
void onWindowResize(MyGUI::Window* _sender);
void onEnchantedItemSelected(MyGUI::Widget* _sender);
void onSpellSelected(MyGUI::Widget* _sender);
void onMouseWheel(MyGUI::Widget* _sender, int _rel);
void onDeleteSpellAccept();
virtual void onPinToggled();
virtual void open();
};
}
#endif

@ -67,6 +67,11 @@ void ToolTips::onFrame(float frameDuration)
if (!mGameMode)
{
const MyGUI::IntPoint& mousePos = InputManager::getInstance().getMousePosition();
const MyGUI::IntPoint& lastPressed = InputManager::getInstance().getLastPressedPosition(MyGUI::MouseButton::Left);
if (mousePos == lastPressed) // mouseclick makes tooltip disappear
return;
if (mousePos.left == mLastMouseX && mousePos.top == mLastMouseY)
{
mRemainingDelay -= frameDuration;
@ -397,7 +402,6 @@ IntSize ToolTips::createToolTip(const MWGui::ToolTipInfo& info)
TextBox* chargeText = enchantArea->createWidget<TextBox>("SandText", IntCoord(0, 0, 10, 18), Align::Default, "ToolTipEnchantChargeText");
chargeText->setCaption(store.gameSettings.search("sCharges")->str);
chargeText->setProperty("Static", "true");
const int chargeTextWidth = chargeText->getTextSize().width + 5;
const int chargeAndTextWidth = chargeWidth + chargeTextWidth;

@ -104,6 +104,8 @@ namespace MWGui
ContainerBase::openContainer(actor);
updateLabels();
drawItems();
}
void TradeWindow::onFilterChanged(MyGUI::Widget* _sender)

@ -19,6 +19,7 @@
#include "settingswindow.hpp"
#include "confirmationdialog.hpp"
#include "alchemywindow.hpp"
#include "spellwindow.hpp"
#include "../mwmechanics/mechanicsmanager.hpp"
#include "../mwinput/inputmanager.hpp"
@ -56,6 +57,7 @@ WindowManager::WindowManager(
, mSettingsWindow(NULL)
, mConfirmationDialog(NULL)
, mAlchemyWindow(NULL)
, mSpellWindow(NULL)
, mCharGen(NULL)
, playerClass()
, playerName()
@ -124,6 +126,7 @@ WindowManager::WindowManager(
mSettingsWindow = new SettingsWindow(*this);
mConfirmationDialog = new ConfirmationDialog(*this);
mAlchemyWindow = new AlchemyWindow(*this);
mSpellWindow = new SpellWindow(*this);
// The HUD is always on
hud->setVisible(true);
@ -141,6 +144,9 @@ WindowManager::WindowManager(
playerSkillValues.insert(std::make_pair(ESM::Skill::skillIds[i], MWMechanics::Stat<float>()));
}
unsetSelectedSpell();
unsetSelectedWeapon();
// Set up visibility
updateVisible();
}
@ -167,6 +173,7 @@ WindowManager::~WindowManager()
delete mSettingsWindow;
delete mConfirmationDialog;
delete mAlchemyWindow;
delete mSpellWindow;
cleanupGarbage();
}
@ -187,12 +194,10 @@ void WindowManager::cleanupGarbage()
void WindowManager::update()
{
cleanupGarbage();
if (showFPSLevel > 0)
{
hud->setFPS(mFPS);
hud->setTriangleCount(mTriangleCount);
hud->setBatchCount(mBatchCount);
}
hud->setFPS(mFPS);
hud->setTriangleCount(mTriangleCount);
hud->setBatchCount(mBatchCount);
}
void WindowManager::updateVisible()
@ -211,6 +216,7 @@ void WindowManager::updateVisible()
mTradeWindow->setVisible(false);
mSettingsWindow->setVisible(false);
mAlchemyWindow->setVisible(false);
mSpellWindow->setVisible(false);
// Mouse is visible whenever we're not in game mode
MyGUI::PointerManager::getInstance().setVisible(isGuiMode());
@ -224,7 +230,7 @@ void WindowManager::updateVisible()
setMinimapVisibility((allowed & GW_Map) && !map->pinned());
setWeaponVisibility((allowed & GW_Inventory) && !mInventoryWindow->pinned());
setSpellVisibility((allowed & GW_Magic)); /// \todo add pin state when spells window is implemented
setSpellVisibility((allowed & GW_Magic) && !mSpellWindow->pinned());
setHMSVisibility((allowed & GW_Stats) && !mStatsWindow->pinned());
// If in game mode, don't show anything.
@ -271,9 +277,10 @@ void WindowManager::updateVisible()
int eff = shown & allowed;
// Show the windows we want
map -> setVisible( (eff & GW_Map) );
mStatsWindow -> setVisible( (eff & GW_Stats) );
mInventoryWindow->setVisible( (eff & GW_Inventory));
map -> setVisible(eff & GW_Map);
mStatsWindow -> setVisible(eff & GW_Stats);
mInventoryWindow->setVisible(eff & GW_Inventory);
mSpellWindow->setVisible(eff & GW_Magic);
break;
}
case GM_Container:
@ -670,3 +677,34 @@ void WindowManager::removeGuiMode(GuiMode mode)
updateVisible();
}
void WindowManager::setSelectedSpell(const std::string& spellId, int successChancePercent)
{
hud->setSelectedSpell(spellId, successChancePercent);
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().spells.find(spellId);
mSpellWindow->setTitle(spell->name);
}
void WindowManager::setSelectedEnchantItem(const MWWorld::Ptr& item, int chargePercent)
{
hud->setSelectedEnchantItem(item, chargePercent);
mSpellWindow->setTitle(MWWorld::Class::get(item).getName(item));
}
void WindowManager::setSelectedWeapon(const MWWorld::Ptr& item, int durabilityPercent)
{
hud->setSelectedWeapon(item, durabilityPercent);
mInventoryWindow->setTitle(MWWorld::Class::get(item).getName(item));
}
void WindowManager::unsetSelectedSpell()
{
hud->unsetSelectedSpell();
mSpellWindow->setTitle("#{sNone}");
}
void WindowManager::unsetSelectedWeapon()
{
hud->unsetSelectedWeapon();
mInventoryWindow->setTitle("#{sSkillHandtohand}");
}

@ -81,6 +81,7 @@ namespace MWGui
class SettingsWindow;
class ConfirmationDialog;
class AlchemyWindow;
class SpellWindow;
struct ClassPoint
{
@ -153,6 +154,7 @@ namespace MWGui
MWGui::CountDialog* getCountDialog() {return mCountDialog;}
MWGui::ConfirmationDialog* getConfirmationDialog() {return mConfirmationDialog;}
MWGui::TradeWindow* getTradeWindow() {return mTradeWindow;}
MWGui::SpellWindow* getSpellWindow() {return mSpellWindow;}
MyGUI::Gui* getGui() const { return gui; }
@ -202,6 +204,12 @@ namespace MWGui
void setWeaponVisibility(bool visible);
void setSpellVisibility(bool visible);
void setSelectedSpell(const std::string& spellId, int successChancePercent);
void setSelectedEnchantItem(const MWWorld::Ptr& item, int chargePercent);
void setSelectedWeapon(const MWWorld::Ptr& item, int durabilityPercent);
void unsetSelectedSpell();
void unsetSelectedWeapon();
template<typename T>
void removeDialog(T*& dialog); ///< Casts to OEngine::GUI::Layout and calls removeDialog, then resets pointer to nullptr.
void removeDialog(OEngine::GUI::Layout* dialog); ///< Hides dialog and schedules dialog to be deleted.
@ -250,6 +258,7 @@ namespace MWGui
SettingsWindow* mSettingsWindow;
ConfirmationDialog* mConfirmationDialog;
AlchemyWindow* mAlchemyWindow;
SpellWindow* mSpellWindow;
CharacterCreation* mCharGen;

@ -28,7 +28,7 @@ namespace MWMechanics
void Spells::add (const std::string& spellId)
{
if (std::find (mSpells.begin(), mSpells.end(), spellId)!=mSpells.end())
if (std::find (mSpells.begin(), mSpells.end(), spellId)==mSpells.end())
mSpells.push_back (spellId);
}

@ -0,0 +1,99 @@
#ifndef MWMECHANICS_SPELLSUCCESS_H
#define MWMECHANICS_SPELLSUCCESS_H
#include "../mwworld/ptr.hpp"
#include "../mwworld/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwmechanics/creaturestats.hpp"
#include "npcstats.hpp"
namespace MWMechanics
{
inline int spellSchoolToSkill(int school)
{
std::map<int, int> schoolSkillMap; // maps spell school to skill id
schoolSkillMap[0] = 11; // alteration
schoolSkillMap[1] = 13; // conjuration
schoolSkillMap[3] = 12; // illusion
schoolSkillMap[2] = 10; // destruction
schoolSkillMap[4] = 14; // mysticism
schoolSkillMap[5] = 15; // restoration
assert(schoolSkillMap.find(school) != schoolSkillMap.end());
return schoolSkillMap[school];
}
inline int getSpellSchool(const std::string& spellId, const MWWorld::Ptr& actor)
{
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().spells.find(spellId);
NpcStats& stats = MWWorld::Class::get(actor).getNpcStats(actor);
// determine the spell's school
// this is always the school where the player's respective skill is the least advanced
// out of all the magic effects' schools
const std::vector<ESM::ENAMstruct>& effects = spell->effects.list;
int school = -1;
int skillLevel = -1;
for (std::vector<ESM::ENAMstruct>::const_iterator it = effects.begin();
it != effects.end(); ++it)
{
const ESM::MagicEffect* effect = MWBase::Environment::get().getWorld()->getStore().magicEffects.find(it->effectID);
int _school = effect->data.school;
int _skillLevel = stats.mSkill[spellSchoolToSkill(_school)].getModified();
if (school == -1)
{
school = _school;
skillLevel = _skillLevel;
}
else if (_skillLevel < skillLevel)
{
school = _school;
skillLevel = _skillLevel;
}
}
return school;
}
// UESP wiki / Morrowind/Spells:
// Chance of success is (Spell's skill * 2 + Willpower / 5 + Luck / 10 - Spell cost - Sound magnitude) * (Current fatigue + Maximum Fatigue * 1.5) / Maximum fatigue * 2
/**
* @param spellId ID of spell
* @param actor calculate spell success chance for this actor (depends on actor's skills)
* @attention actor has to be an NPC and not a creature!
* @return success chance from 0 to 100 (in percent)
*/
inline float getSpellSuccessChance (const std::string& spellId, const MWWorld::Ptr& actor)
{
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().spells.find(spellId);
if (spell->data.flags & ESM::Spell::F_Always // spells with this flag always succeed (usually birthsign spells)
|| spell->data.type == ESM::Spell::ST_Power) // powers always succeed, but can be cast only once per day
return 100.0;
NpcStats& stats = MWWorld::Class::get(actor).getNpcStats(actor);
CreatureStats& creatureStats = MWWorld::Class::get(actor).getCreatureStats(actor);
int skillLevel = stats.mSkill[getSpellSchool(spellId, actor)].getModified();
// Sound magic effect (reduces spell casting chance)
int soundMagnitude = creatureStats.mMagicEffects.get (MWMechanics::EffectKey (48)).mMagnitude;
int willpower = creatureStats.mAttributes[ESM::Attribute::Willpower].getModified();
int luck = creatureStats.mAttributes[ESM::Attribute::Luck].getModified();
int currentFatigue = creatureStats.mDynamic[2].getCurrent();
int maxFatigue = creatureStats.mDynamic[2].getModified();
int spellCost = spell->data.cost;
// There we go, all needed variables are there, lets go
float chance = (float(skillLevel * 2) + float(willpower)/5.0 + float(luck)/ 10.0 - spellCost - soundMagnitude) * (float(currentFatigue + maxFatigue * 1.5)) / float(maxFatigue * 2.0);
chance = std::max(0.0f, std::min(100.0f, chance)); // clamp to 0 .. 100
return chance;
}
}
#endif

@ -61,6 +61,7 @@ bool MWWorld::ContainerStore::stacks(const Ptr& ptr1, const Ptr& ptr2)
/// \todo add current weapon/armor health, remaining lockpick/repair uses, current enchantment charge here as soon as they are implemented
if ( ptr1.mCellRef->refID == ptr2.mCellRef->refID
&& MWWorld::Class::get(ptr1).getScript(ptr1) == "" // item with a script never stacks
&& MWWorld::Class::get(ptr1).getEnchantment(ptr1) == "" // item with enchantment never stacks (we could revisit this later, but for now it makes selecting items in the spell window much easier)
&& ptr1.mCellRef->owner == ptr2.mCellRef->owner
&& ptr1.mCellRef->soul == ptr2.mCellRef->soul
&& ptr1.mCellRef->charge == ptr2.mCellRef->charge)

@ -39,15 +39,18 @@ void MWWorld::InventoryStore::initSlots (TSlots& slots)
}
MWWorld::InventoryStore::InventoryStore() : mMagicEffectsUpToDate (false)
, mSelectedEnchantItem(end())
{
initSlots (mSlots);
}
MWWorld::InventoryStore::InventoryStore (const InventoryStore& store)
: ContainerStore (store)
, mSelectedEnchantItem(end())
{
mMagicEffects = store.mMagicEffects;
mMagicEffectsUpToDate = store.mMagicEffectsUpToDate;
mSelectedEnchantItem = store.mSelectedEnchantItem;
copySlots (store);
}
@ -260,3 +263,13 @@ bool MWWorld::InventoryStore::stacks(const Ptr& ptr1, const Ptr& ptr2)
return true;
}
void MWWorld::InventoryStore::setSelectedEnchantItem(const ContainerStoreIterator& iterator)
{
mSelectedEnchantItem = iterator;
}
MWWorld::ContainerStoreIterator MWWorld::InventoryStore::getSelectedEnchantItem()
{
return mSelectedEnchantItem;
}

@ -50,6 +50,9 @@ namespace MWWorld
mutable TSlots mSlots;
// selected magic item (for using enchantments of type "Cast once" or "Cast when used")
ContainerStoreIterator mSelectedEnchantItem;
void copySlots (const InventoryStore& store);
void initSlots (TSlots& slots);
@ -63,7 +66,15 @@ namespace MWWorld
InventoryStore& operator= (const InventoryStore& store);
void equip (int slot, const ContainerStoreIterator& iterator);
///< \note \a iteartor can be an end-iterator
///< \note \a iterator can be an end-iterator
void setSelectedEnchantItem(const ContainerStoreIterator& iterator);
///< set the selected magic item (for using enchantments of type "Cast once" or "Cast when used")
/// \note to unset the selected item, call this method with end() iterator
ContainerStoreIterator getSelectedEnchantItem();
///< @return selected magic item (for using enchantments of type "Cast once" or "Cast when used")
/// \note if no item selected, return end() iterator
ContainerStoreIterator getSlot (int slot);

@ -60,6 +60,7 @@ configure_file("${SDIR}/openmw_trade_window_layout.xml" "${DDIR}/openmw_trade_wi
configure_file("${SDIR}/openmw_settings_window_layout.xml" "${DDIR}/openmw_settings_window_layout.xml" COPYONLY)
configure_file("${SDIR}/openmw_confirmation_dialog_layout.xml" "${DDIR}/openmw_confirmation_dialog_layout.xml" COPYONLY)
configure_file("${SDIR}/openmw_alchemy_window_layout.xml" "${DDIR}/openmw_alchemy_window_layout.xml" COPYONLY)
configure_file("${SDIR}/openmw_spell_window_layout.xml" "${DDIR}/openmw_spell_window_layout.xml" COPYONLY)
configure_file("${SDIR}/atlas1.cfg" "${DDIR}/atlas1.cfg" COPYONLY)
configure_file("${SDIR}/smallbars.png" "${DDIR}/smallbars.png" COPYONLY)
configure_file("${SDIR}/EBGaramond-Regular.ttf" "${DDIR}/EBGaramond-Regular.ttf" COPYONLY)

@ -28,6 +28,14 @@
</Widget>
</Widget>
<!-- Equipped weapon/selected spell name display for a few seconds after it changes -->
<Widget type="TextBox" skin="SandText" position="13 118 270 24" name="WeaponSpellName" align="Left Bottom HStretch">
<Property key="Visible" value="false"/>
<Property key="TextAlign" value="Left"/>
<Property key="TextShadow" value="true"/>
<Property key="TextShadowColour" value="0 0 0"/>
</Widget>
<!-- Equipped weapon box -->
<Widget type="Button" skin="" position="82 146 36 41" align="Left Bottom" name="WeapBox">
<Widget type="Widget" skin="HUD_Box" position="0 0 36 36">

@ -0,0 +1,20 @@
<?xml version="1.0" encoding="UTF-8"?>
<MyGUI type="Layout">
<Widget type="Window" skin="MW_Window_Pinnable" layer="Windows" position="0 0 300 600" name="_Main">
<!-- Effect box-->
<Widget type="Widget" skin="MW_Box" position="8 8 268 24" align="Left Top HStretch">
<Widget type="Widget" skin="" position="4 4 260 16" align="Left Top Stretch" name="EffectsBox">
</Widget>
</Widget>
<!-- Spell list -->
<Widget type="Widget" skin="MW_Box" position="8 38 268 518" align="Left Top Stretch">
<Widget type="ScrollView" skin="MW_ScrollView" position="4 4 260 510" align="Left Top Stretch" name="SpellView">
<Property key="CanvasAlign" value="Left Top"/>
</Widget>
</Widget>
</Widget>
</MyGUI>

@ -99,6 +99,36 @@
</BasisSkin>
</Skin>
<Skin name = "SpellText" size = "16 16">
<Property key="FontName" value = "Default" />
<Property key="TextAlign" value = "ALIGN_LEFT ALIGN_BOTTOM" />
<BasisSkin type="SimpleText" offset = "0 0 16 16" align = "ALIGN_STRETCH">
<State name="disabled" colour="0.5 0.5 0.5" shift="0"/>
<State name="normal" colour="0.75 0.6 0.35" shift="0"/>
<State name="highlighted" colour="0.85 0.76 0.60" shift="0"/>
<State name="pushed" colour="1 1 1" shift="0"/>
<State name="disabled_checked" colour="0.33 0.38 0.67" shift="0"/>
<State name="normal_checked" colour="0.33 0.38 0.67" shift="0"/>
<State name="highlighted_checked" colour="0.33 0.38 0.67" shift="0"/>
<State name="pushed_checked" colour="0.33 0.38 0.67" shift="0"/>
</BasisSkin>
</Skin>
<Skin name = "SpellTextUnequipped" size = "16 16">
<Property key="FontName" value = "Default" />
<Property key="TextAlign" value = "ALIGN_LEFT ALIGN_BOTTOM" />
<BasisSkin type="SimpleText" offset = "0 0 16 16" align = "ALIGN_STRETCH">
<State name="disabled" colour="0.5 0.5 0.5" shift="0"/>
<State name="normal" colour="0.5 0.5 0.5" shift="0"/>
<State name="highlighted" colour="0.85 0.76 0.60" shift="0"/>
<State name="pushed" colour="1 1 1" shift="0"/>
<State name="disabled_checked" colour="0.33 0.38 0.67" shift="0"/>
<State name="normal_checked" colour="0.33 0.38 0.67" shift="0"/>
<State name="highlighted_checked" colour="0.33 0.38 0.67" shift="0"/>
<State name="pushed_checked" colour="0.33 0.38 0.67" shift="0"/>
</BasisSkin>
</Skin>
<Skin name = "MW_StatNameButtonC" size = "200 18">
<Child type="Button" skin="SandTextButtonC" offset = "0 0 200 18" align = "LEFT HSTRETCH" name = "StatNameButton" />
</Skin>

@ -118,7 +118,7 @@ namespace GUI
void setTitle(const std::string& title)
{
// NOTE: this assume that mMainWidget is of type Window.
static_cast<MyGUI::Window*>(mMainWidget)->setCaption(title);
static_cast<MyGUI::Window*>(mMainWidget)->setCaptionWithReplacing(title);
adjustWindowCaption();
}

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