#ifndef MWGUI_LAYOUTS_H #define MWGUI_LAYOUTS_H #include /* This file contains classes corresponding to all the window layouts defined in resources/mygui/ *.xml. Each class inherites GUI::Layout and loads the XML file, and provides some helper functions to manipulate the elements of the window. The windows are never created or destroyed (except at startup and shutdown), they are only hid. You can control visibility with setVisible(). */ namespace MWGUI { class HUD : public OEngine::GUI::Layout { public: HUD(int width, int height) : Layout("openmw_hud_layout.xml") { setCoord(0,0, width, height); // Energy bars getWidget(health, "Health"); getWidget(magicka, "Magicka"); getWidget(stamina, "Stamina"); // Item and spell images and status bars getWidget(weapImage, "WeapImage"); getWidget(weapStatus, "WeapStatus"); getWidget(spellImage, "SpellImage"); getWidget(spellStatus, "SpellStatus"); getWidget(effectBox, "EffectBox"); getWidget(effect1, "Effect1"); getWidget(minimap, "MiniMap"); getWidget(compass, "Compass"); getWidget(crosshair, "Crosshair"); compass->setImageTexture("compass.dds"); crosshair->setImageTexture("target.dds"); // These are just demo values, you should replace these with // real calls from outside the class later. setStats(60, 100, 30, 100, 80, 100); 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"); } void setStats(int h, int hmax, int m, int mmax, int s, int smax) { health->setProgressRange(hmax); health->setProgressPosition(h); magicka->setProgressRange(mmax); magicka->setProgressPosition(m); stamina->setProgressRange(smax); stamina->setProgressPosition(s); } void setWeapIcon(const char *str) { weapImage->setImageTexture(str); } void setSpellIcon(const char *str) { spellImage->setImageTexture(str); } void setWeapStatus(int s, int smax) { weapStatus->setProgressRange(smax); weapStatus->setProgressPosition(s); } void setSpellStatus(int s, int smax) { spellStatus->setProgressRange(smax); spellStatus->setProgressPosition(s); } void setEffect(const char *img) { effect1->setImageTexture(img); } MyGUI::ProgressPtr health, magicka, stamina; MyGUI::StaticImagePtr weapImage, spellImage; MyGUI::ProgressPtr weapStatus, spellStatus; MyGUI::WidgetPtr effectBox; MyGUI::StaticImagePtr effect1; MyGUI::StaticImagePtr minimap; MyGUI::StaticImagePtr compass; MyGUI::StaticImagePtr crosshair; }; class MapWindow : public OEngine::GUI::Layout { public: MapWindow() : Layout("openmw_map_window_layout.xml") { setCoord(500,0,320,300); setText("WorldButton", "World"); setImage("Compass", "compass.dds"); // Obviously you should override this later on setCellName("No Cell Loaded"); } void setCellName(const std::string& cellName) { mMainWidget->setCaption(cellName); } }; class MainMenu : public OEngine::GUI::Layout { public: MainMenu(int w, int h) : Layout("openmw_mainmenu_layout.xml") { setCoord(0,0,w,h); } }; class StatsWindow : public OEngine::GUI::Layout { public: void setBar(const char* name, const char* tname, int val, int max) { MyGUI::ProgressPtr pt; getWidget(pt, name); pt->setProgressRange(max); pt->setProgressPosition(val); std::stringstream out; out << val << "/" << max; setText(tname, out.str().c_str()); } StatsWindow() : Layout("openmw_stats_window_layout.xml") { setCoord(0,0,498, 342); setText("Health_str", "Health"); setText("Magicka_str", "Magicka"); setText("Fatigue_str", "Fatigue"); setText("Level_str", "Level"); setText("Race_str", "Race"); setText("Class_str", "Class"); setText("Attrib1", "Strength"); setText("Attrib2", "Intelligence"); setText("Attrib3", "Willpower"); setText("Attrib4", "Agility"); setText("Attrib5", "Speed"); setText("Attrib6", "Endurance"); setText("Attrib7", "Personality"); setText("Attrib8", "Luck"); // These are just demo values, you should replace these with // real calls from outside the class later. setPlayerName("ThePlayer"); setText("LevelText", "5"); setText("RaceText", "Wood Elf"); setText("ClassText", "Pilgrim"); setBar("HBar", "HBarT", 60, 100); setBar("MBar", "MBarT", 30, 100); setBar("FBar", "FBarT", 80, 100); setText("AttribVal1", "30"); setText("AttribVal2", "40"); setText("AttribVal3", "30"); setText("AttribVal4", "75"); setText("AttribVal5", "50"); setText("AttribVal6", "40"); setText("AttribVal7", "50"); setText("AttribVal8", "40"); } void setPlayerName(const std::string& playerName) { mMainWidget->setCaption(playerName); } }; } #endif