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openmw-tes3coop/apps/openmw/mwbase/windowmanager.hpp

358 lines
14 KiB
C++

#ifndef GAME_MWBASE_WINDOWMANAGER_H
#define GAME_MWBASE_WINDOWMANAGER_H
#include <stdint.h>
#include <string>
#include <vector>
#include <map>
#include <set>
#include <MyGUI_KeyCode.h>
#include "../mwgui/mode.hpp"
namespace Loading
{
class Listener;
}
namespace Translation
{
class Storage;
}
namespace MyGUI
{
class Gui;
class Widget;
class UString;
}
namespace ESM
{
struct Class;
class ESMReader;
class ESMWriter;
struct CellId;
}
namespace MWMechanics
{
class AttributeValue;
template<typename T>
class DynamicStat;
class SkillValue;
}
namespace MWWorld
{
class CellStore;
class Ptr;
}
namespace MWGui
{
class Layout;
class Console;
class SpellWindow;
class TradeWindow;
class TravelWindow;
class SpellBuyingWindow;
class ConfirmationDialog;
class CountDialog;
class ScrollWindow;
class BookWindow;
class InventoryWindow;
class ContainerWindow;
class DialogueWindow;
class WindowModal;
class JailScreen;
enum ShowInDialogueMode {
ShowInDialogueMode_IfPossible,
ShowInDialogueMode_Only,
ShowInDialogueMode_Never
};
struct TextColours;
}
namespace SFO
{
class CursorManager;
}
namespace MWBase
{
/// \brief Interface for widnow manager (implemented in MWGui)
class WindowManager
{
WindowManager (const WindowManager&);
///< not implemented
WindowManager& operator= (const WindowManager&);
///< not implemented
public:
typedef std::vector<int> SkillList;
WindowManager() {}
virtual ~WindowManager() {}
/// @note This method will block until the video finishes playing
/// (and will continually update the window while doing so)
virtual void playVideo(const std::string& name, bool allowSkipping) = 0;
virtual void setNewGame(bool newgame) = 0;
virtual void pushGuiMode (MWGui::GuiMode mode, const MWWorld::Ptr& arg) = 0;
virtual void pushGuiMode (MWGui::GuiMode mode) = 0;
virtual void popGuiMode(bool noSound=false) = 0;
virtual void removeGuiMode (MWGui::GuiMode mode, bool noSound=false) = 0;
///< can be anywhere in the stack
virtual void goToJail(int days) = 0;
virtual void updatePlayer() = 0;
virtual MWGui::GuiMode getMode() const = 0;
virtual bool containsMode(MWGui::GuiMode) const = 0;
virtual bool isGuiMode() const = 0;
virtual bool isConsoleMode() const = 0;
virtual void toggleVisible (MWGui::GuiWindow wnd) = 0;
virtual void forceHide(MWGui::GuiWindow wnd) = 0;
virtual void unsetForceHide(MWGui::GuiWindow wnd) = 0;
/// Disallow all inventory mode windows
virtual void disallowAll() = 0;
/// Allow one or more windows
virtual void allow (MWGui::GuiWindow wnd) = 0;
virtual bool isAllowed (MWGui::GuiWindow wnd) const = 0;
/// \todo investigate, if we really need to expose every single lousy UI element to the outside world
virtual MWGui::InventoryWindow* getInventoryWindow() = 0;
virtual MWGui::CountDialog* getCountDialog() = 0;
virtual MWGui::ConfirmationDialog* getConfirmationDialog() = 0;
virtual MWGui::TradeWindow* getTradeWindow() = 0;
/// Make the player use an item, while updating GUI state accordingly
virtual void useItem(const MWWorld::Ptr& item, bool force=false) = 0;
virtual void updateSpellWindow() = 0;
virtual void setConsoleSelectedObject(const MWWorld::Ptr& object) = 0;
/// Set value for the given ID.
virtual void setValue (const std::string& id, const MWMechanics::AttributeValue& value) = 0;
virtual void setValue (int parSkill, const MWMechanics::SkillValue& value) = 0;
virtual void setValue (const std::string& id, const MWMechanics::DynamicStat<float>& value) = 0;
virtual void setValue (const std::string& id, const std::string& value) = 0;
virtual void setValue (const std::string& id, int value) = 0;
/// Set time left for the player to start drowning (update the drowning bar)
/// @param time time left to start drowning
/// @param maxTime how long we can be underwater (in total) until drowning starts
virtual void setDrowningTimeLeft (float time, float maxTime) = 0;
virtual void setPlayerClass (const ESM::Class &class_) = 0;
///< set current class of player
virtual void configureSkills (const SkillList& major, const SkillList& minor) = 0;
///< configure skill groups, each set contains the skill ID for that group.
virtual void updateSkillArea() = 0;
///< update display of skills, factions, birth sign, reputation and bounty
virtual void changeCell(const MWWorld::CellStore* cell) = 0;
///< change the active cell
virtual void setFocusObject(const MWWorld::Ptr& focus) = 0;
virtual void setFocusObjectScreenCoords(float min_x, float min_y, float max_x, float max_y) = 0;
virtual void setCursorVisible(bool visible) = 0;
virtual void setCursorActive(bool active) = 0;
virtual void getMousePosition(int &x, int &y) = 0;
virtual void getMousePosition(float &x, float &y) = 0;
virtual void setDragDrop(bool dragDrop) = 0;
virtual bool getWorldMouseOver() = 0;
virtual bool toggleFogOfWar() = 0;
virtual bool toggleFullHelp() = 0;
///< show extra info in item tooltips (owner, script)
virtual bool getFullHelp() const = 0;
virtual void setActiveMap(int x, int y, bool interior) = 0;
///< set the indices of the map texture that should be used
/// sets the visibility of the drowning bar
virtual void setDrowningBarVisibility(bool visible) = 0;
/// sets the visibility of the hud health/magicka/stamina bars
virtual void setHMSVisibility(bool visible) = 0;
/// sets the visibility of the hud minimap
virtual void setMinimapVisibility(bool visible) = 0;
virtual void setWeaponVisibility(bool visible) = 0;
virtual void setSpellVisibility(bool visible) = 0;
virtual void setSneakVisibility(bool visible) = 0;
/// activate selected quick key
virtual void activateQuickKey (int index) = 0;
/// update activated quick key state (if action executing was delayed for some reason)
virtual void updateActivatedQuickKey () = 0;
virtual std::string getSelectedSpell() = 0;
virtual void setSelectedSpell(const std::string& spellId, int successChancePercent) = 0;
virtual void setSelectedEnchantItem(const MWWorld::Ptr& item) = 0;
virtual const MWWorld::Ptr& getSelectedEnchantItem() const = 0;
virtual void setSelectedWeapon(const MWWorld::Ptr& item) = 0;
virtual const MWWorld::Ptr& getSelectedWeapon() const = 0;
virtual void unsetSelectedSpell() = 0;
virtual void unsetSelectedWeapon() = 0;
virtual void showCrosshair(bool show) = 0;
virtual bool getSubtitlesEnabled() = 0;
virtual bool toggleHud() = 0;
virtual void disallowMouse() = 0;
virtual void allowMouse() = 0;
virtual void notifyInputActionBound() = 0;
virtual void addVisitedLocation(const std::string& name, int x, int y) = 0;
/// Hides dialog and schedules dialog to be deleted.
virtual void removeDialog(MWGui::Layout* dialog) = 0;
///Gracefully attempts to exit the topmost GUI mode
/** No guarantee of actually closing the window **/
virtual void exitCurrentGuiMode() = 0;
virtual void messageBox (const std::string& message, enum MWGui::ShowInDialogueMode showInDialogueMode = MWGui::ShowInDialogueMode_IfPossible) = 0;
virtual void staticMessageBox(const std::string& message) = 0;
virtual void removeStaticMessageBox() = 0;
virtual void interactiveMessageBox (const std::string& message,
const std::vector<std::string>& buttons = std::vector<std::string>(), bool block=false) = 0;
/// returns the index of the pressed button or -1 if no button was pressed (->MessageBoxmanager->InteractiveMessageBox)
virtual int readPressedButton() = 0;
virtual void onFrame (float frameDuration) = 0;
/// \todo get rid of this stuff. Move it to the respective UI element classes, if needed.
virtual std::map<int, MWMechanics::SkillValue > getPlayerSkillValues() = 0;
virtual std::map<int, MWMechanics::AttributeValue > getPlayerAttributeValues() = 0;
virtual SkillList getPlayerMinorSkills() = 0;
virtual SkillList getPlayerMajorSkills() = 0;
/**
* Fetches a GMST string from the store, if there is no setting with the given
* ID or it is not a string the default string is returned.
*
* @param id Identifier for the GMST setting, e.g. "aName"
* @param default Default value if the GMST setting cannot be used.
*/
virtual std::string getGameSettingString(const std::string &id, const std::string &default_) = 0;
virtual void processChangedSettings(const std::set< std::pair<std::string, std::string> >& changed) = 0;
virtual void windowResized(int x, int y) = 0;
virtual void executeInConsole (const std::string& path) = 0;
virtual void enableRest() = 0;
virtual bool getRestEnabled() = 0;
virtual bool getJournalAllowed() = 0;
virtual bool getPlayerSleeping() = 0;
virtual void wakeUpPlayer() = 0;
virtual void showSoulgemDialog (MWWorld::Ptr item) = 0;
virtual void changePointer (const std::string& name) = 0;
virtual void setEnemy (const MWWorld::Ptr& enemy) = 0;
virtual const Translation::Storage& getTranslationDataStorage() const = 0;
/// Warning: do not use MyGUI::InputManager::setKeyFocusWidget directly. Instead use this.
virtual void setKeyFocusWidget (MyGUI::Widget* widget) = 0;
virtual Loading::Listener* getLoadingScreen() = 0;
/// Should the cursor be visible?
virtual bool getCursorVisible() = 0;
/// Clear all savegame-specific data
virtual void clear() = 0;
virtual void write (ESM::ESMWriter& writer, Loading::Listener& progress) = 0;
virtual void readRecord (ESM::ESMReader& reader, uint32_t type) = 0;
virtual int countSavedGameRecords() const = 0;
/// Does the current stack of GUI-windows permit saving?
virtual bool isSavingAllowed() const = 0;
/// Send exit command to active Modal window
virtual void exitCurrentModal() = 0;
/// Sets the current Modal
/** Used to send exit command to active Modal when Esc is pressed **/
virtual void addCurrentModal(MWGui::WindowModal* input) = 0;
/// Removes the top Modal
/** Used when one Modal adds another Modal
\param input Pointer to the current modal, to ensure proper modal is removed **/
virtual void removeCurrentModal(MWGui::WindowModal* input) = 0;
virtual void pinWindow (MWGui::GuiWindow window) = 0;
/// Fade the screen in, over \a time seconds
virtual void fadeScreenIn(const float time, bool clearQueue=true, float delay=0.f) = 0;
/// Fade the screen out to black, over \a time seconds
virtual void fadeScreenOut(const float time, bool clearQueue=true, float delay=0.f) = 0;
/// Fade the screen to a specified percentage of black, over \a time seconds
virtual void fadeScreenTo(const int percent, const float time, bool clearQueue=true, float delay=0.f) = 0;
/// Darken the screen to a specified percentage
virtual void setBlindness(const int percent) = 0;
virtual void activateHitOverlay(bool interrupt=true) = 0;
virtual void setWerewolfOverlay(bool set) = 0;
virtual void toggleDebugWindow() = 0;
/// Cycle to next or previous spell
virtual void cycleSpell(bool next) = 0;
/// Cycle to next or previous weapon
virtual void cycleWeapon(bool next) = 0;
virtual void playSound(const std::string& soundId, float volume = 1.f, float pitch = 1.f) = 0;
// In WindowManager for now since there isn't a VFS singleton
virtual std::string correctIconPath(const std::string& path) = 0;
virtual std::string correctBookartPath(const std::string& path, int width, int height, bool* exists = nullptr) = 0;
virtual std::string correctTexturePath(const std::string& path) = 0;
virtual bool textureExists(const std::string& path) = 0;
virtual void removeCell(MWWorld::CellStore* cell) = 0;
virtual void writeFog(MWWorld::CellStore* cell) = 0;
virtual const MWGui::TextColours& getTextColours() = 0;
virtual bool injectKeyPress(MyGUI::KeyCode key, unsigned int text) = 0;
};
}
#endif