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openmw-tes3mp/apps/openmw/mwgui/hud.cpp

321 lines
9.6 KiB
C++

#include "hud.hpp"
#include <cmath>
#include <MyGUI.h>
#include <boost/lexical_cast.hpp>
#include "../mwbase/environment.hpp"
#include "../mwsound/soundmanager.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/world.hpp"
#include "../mwworld/player.hpp"
#include "window_manager.hpp"
#include "container.hpp"
using namespace MWGui;
HUD::HUD(int width, int height, int fpsLevel, DragAndDrop* dragAndDrop)
: Layout("openmw_hud_layout.xml")
, health(NULL)
, magicka(NULL)
, stamina(NULL)
, weapImage(NULL)
, spellImage(NULL)
, weapStatus(NULL)
, spellStatus(NULL)
, effectBox(NULL)
, effect1(NULL)
, minimap(NULL)
, compass(NULL)
, crosshair(NULL)
, fpsbox(NULL)
, fpscounter(NULL)
, trianglecounter(NULL)
, batchcounter(NULL)
, hmsBaseLeft(0)
, weapBoxBaseLeft(0)
, spellBoxBaseLeft(0)
, effectBoxBaseRight(0)
, minimapBoxBaseRight(0)
, mDragAndDrop(dragAndDrop)
{
setCoord(0,0, width, height);
// Energy bars
getWidget(health, "Health");
getWidget(magicka, "Magicka");
getWidget(stamina, "Stamina");
hmsBaseLeft = health->getLeft();
// Item and spell images and status bars
getWidget(weapBox, "WeapBox");
getWidget(weapImage, "WeapImage");
getWidget(weapStatus, "WeapStatus");
weapBoxBaseLeft = weapBox->getLeft();
getWidget(spellBox, "SpellBox");
getWidget(spellImage, "SpellImage");
getWidget(spellStatus, "SpellStatus");
spellBoxBaseLeft = spellBox->getLeft();
getWidget(effectBox, "EffectBox");
getWidget(effect1, "Effect1");
effectBoxBaseRight = effectBox->getRight();
getWidget(minimapBox, "MiniMapBox");
minimapBoxBaseRight = minimapBox->getRight();
getWidget(minimap, "MiniMap");
getWidget(compass, "Compass");
getWidget(crosshair, "Crosshair");
setFpsLevel(fpsLevel);
getWidget(trianglecounter, "TriangleCounter");
getWidget(batchcounter, "BatchCounter");
compass->setImageTexture("textures\\compass.dds");
crosshair->setImageTexture("textures\\target.dds");
// 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, this);
mMainWidget->eventMouseButtonClick += MyGUI::newDelegate(this, &HUD::onWorldClicked);
mMainWidget->eventMouseMove += MyGUI::newDelegate(this, &HUD::onWorldMouseOver);
}
void HUD::setFpsLevel(int level)
{
MyGUI::Widget* fps;
getWidget(fps, "FPSBoxAdv");
fps->setVisible(false);
getWidget(fps, "FPSBox");
fps->setVisible(false);
if (level == 2)
{
getWidget(fpsbox, "FPSBoxAdv");
fpsbox->setVisible(true);
getWidget(fpscounter, "FPSCounterAdv");
}
else if (level == 1)
{
getWidget(fpsbox, "FPSBox");
fpsbox->setVisible(true);
getWidget(fpscounter, "FPSCounter");
}
}
void HUD::setFPS(float fps)
{
fpscounter->setCaption(boost::lexical_cast<std::string>((int)fps));
}
void HUD::setTriangleCount(size_t count)
{
trianglecounter->setCaption(boost::lexical_cast<std::string>(count));
}
void HUD::setBatchCount(size_t count)
{
batchcounter->setCaption(boost::lexical_cast<std::string>(count));
}
void HUD::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 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);
}
void HUD::setValue(const std::string& id, const MWMechanics::DynamicStat<int>& value)
{
static const char *ids[] =
{
"HBar", "MBar", "FBar", 0
};
for (int i=0; ids[i]; ++i)
if (ids[i]==id)
{
switch (i)
{
case 0:
health->setProgressRange (value.getModified());
health->setProgressPosition (value.getCurrent());
break;
case 1:
magicka->setProgressRange (value.getModified());
magicka->setProgressPosition (value.getCurrent());
break;
case 2:
stamina->setProgressRange (value.getModified());
stamina->setProgressPosition (value.getCurrent());
break;
}
}
}
void HUD::setPlayerDir(const float x, const float y)
{
if (!minimapBox->getVisible() || (x == mLastPositionX && y == mLastPositionY)) return;
MyGUI::ISubWidget* main = compass->getSubWidgetMain();
MyGUI::RotatingSkin* rotatingSubskin = main->castType<MyGUI::RotatingSkin>();
rotatingSubskin->setCenter(MyGUI::IntPoint(16,16));
float angle = std::atan2(x,y);
rotatingSubskin->setAngle(angle);
mLastPositionX = x;
mLastPositionY = y;
}
void HUD::setPlayerPos(const float x, const float y)
{
if (!minimapBox->getVisible() || (x == mLastDirectionX && y == mLastDirectionY)) return;
MyGUI::IntSize size = minimap->getCanvasSize();
MyGUI::IntPoint middle = MyGUI::IntPoint((1/3.f + x/3.f)*size.width,(1/3.f + y/3.f)*size.height);
MyGUI::IntCoord viewsize = minimap->getCoord();
MyGUI::IntPoint pos(0.5*viewsize.width - middle.left, 0.5*viewsize.height - middle.top);
minimap->setViewOffset(pos);
compass->setPosition(MyGUI::IntPoint(x*512-16, y*512-16));
mLastDirectionX = x;
mLastDirectionY = y;
}
void HUD::setBottomLeftVisibility(bool hmsVisible, bool weapVisible, bool spellVisible)
{
int weapDx = 0, spellDx = 0;
if (!hmsVisible)
spellDx = weapDx = weapBoxBaseLeft - hmsBaseLeft;
if (!weapVisible)
spellDx -= spellBoxBaseLeft - weapBoxBaseLeft;
health->setVisible(hmsVisible);
stamina->setVisible(hmsVisible);
magicka->setVisible(hmsVisible);
weapBox->setPosition(weapBoxBaseLeft - weapDx, weapBox->getTop());
weapBox->setVisible(weapVisible);
spellBox->setPosition(spellBoxBaseLeft - spellDx, spellBox->getTop());
spellBox->setVisible(spellVisible);
}
void HUD::setBottomRightVisibility(bool effectBoxVisible, bool minimapBoxVisible)
{
// effect box can have variable width -> variable left coordinate
int effectsDx = 0;
if (!minimapBoxVisible)
effectsDx = minimapBoxBaseRight - effectBoxBaseRight;
minimapBox->setVisible(minimapBoxVisible);
effectBox->setPosition(effectBoxBaseRight - effectBox->getWidth() + effectsDx, effectBox->getTop());
effectBox->setVisible(effectBoxVisible);
}
void HUD::onWorldClicked(MyGUI::Widget* _sender)
{
if (mDragAndDrop->mIsOnDragAndDrop)
{
// drop item into the gameworld
MWWorld::Ptr object = *mDragAndDrop->mDraggedWidget->getUserData<MWWorld::Ptr>();
MWWorld::World* world = MWBase::Environment::get().getWorld();
MyGUI::IntSize viewSize = MyGUI::RenderManager::getInstance().getViewSize();
MyGUI::IntPoint cursorPosition = MyGUI::InputManager::getInstance().getMousePosition();
float mouseX = cursorPosition.left / float(viewSize.width);
float mouseY = cursorPosition.top / float(viewSize.height);
if (world->canPlaceObject(mouseX, mouseY))
world->placeObject(object, mouseX, mouseY);
else
world->dropObjectOnGround(object);
MyGUI::PointerManager::getInstance().setPointer("arrow");
std::string sound = MWWorld::Class::get(object).getDownSoundId(object);
MWBase::Environment::get().getSoundManager()->playSound (sound, 1.0, 1.0);
// remove object from the container it was coming from
object.getRefData().setCount(object.getRefData().getCount() - mDragAndDrop->mDraggedCount);
mDragAndDrop->mDraggedFrom->notifyContentChanged();
mDragAndDrop->mIsOnDragAndDrop = false;
MyGUI::Gui::getInstance().destroyWidget(mDragAndDrop->mDraggedWidget);
mDragAndDrop->mDraggedWidget = 0;
MWBase::Environment::get().getWindowManager()->setDragDrop(false);
}
}
void HUD::onWorldMouseOver(MyGUI::Widget* _sender, int x, int y)
{
if (mDragAndDrop->mIsOnDragAndDrop)
{
MyGUI::IntSize viewSize = MyGUI::RenderManager::getInstance().getViewSize();
MyGUI::IntPoint cursorPosition = MyGUI::InputManager::getInstance().getMousePosition();
float mouseX = cursorPosition.left / float(viewSize.width);
float mouseY = cursorPosition.top / float(viewSize.height);
MWWorld::World* world = MWBase::Environment::get().getWorld();
// if we can't drop the object at the wanted position, show the "drop on ground" cursor.
bool canDrop = world->canPlaceObject(mouseX, mouseY);
if (!canDrop)
MyGUI::PointerManager::getInstance().setPointer("drop_ground");
else
MyGUI::PointerManager::getInstance().setPointer("arrow");
}
else
{
MyGUI::PointerManager::getInstance().setPointer("arrow");
/// \todo make it possible to pick up objects with the mouse, if inventory or container window is open
}
}