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#include "hud.hpp"
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#include <cmath>
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#include <MyGUI.h>
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#include <boost/lexical_cast.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwsound/soundmanager.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/world.hpp"
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#include "../mwworld/player.hpp"
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#include "window_manager.hpp"
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#include "container.hpp"
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using namespace MWGui;
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HUD::HUD(int width, int height, int fpsLevel, DragAndDrop* dragAndDrop)
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: Layout("openmw_hud_layout.xml")
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, health(NULL)
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, magicka(NULL)
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, stamina(NULL)
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, weapImage(NULL)
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, spellImage(NULL)
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, weapStatus(NULL)
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, spellStatus(NULL)
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, effectBox(NULL)
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, effect1(NULL)
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, minimap(NULL)
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, compass(NULL)
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, crosshair(NULL)
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, fpsbox(NULL)
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, fpscounter(NULL)
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, trianglecounter(NULL)
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, batchcounter(NULL)
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, hmsBaseLeft(0)
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, weapBoxBaseLeft(0)
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, spellBoxBaseLeft(0)
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, effectBoxBaseRight(0)
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, minimapBoxBaseRight(0)
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, mDragAndDrop(dragAndDrop)
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{
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setCoord(0,0, width, height);
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// Energy bars
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getWidget(health, "Health");
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getWidget(magicka, "Magicka");
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getWidget(stamina, "Stamina");
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hmsBaseLeft = health->getLeft();
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// Item and spell images and status bars
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getWidget(weapBox, "WeapBox");
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getWidget(weapImage, "WeapImage");
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getWidget(weapStatus, "WeapStatus");
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weapBoxBaseLeft = weapBox->getLeft();
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getWidget(spellBox, "SpellBox");
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getWidget(spellImage, "SpellImage");
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getWidget(spellStatus, "SpellStatus");
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spellBoxBaseLeft = spellBox->getLeft();
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getWidget(effectBox, "EffectBox");
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getWidget(effect1, "Effect1");
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effectBoxBaseRight = effectBox->getRight();
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getWidget(minimapBox, "MiniMapBox");
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minimapBoxBaseRight = minimapBox->getRight();
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getWidget(minimap, "MiniMap");
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getWidget(compass, "Compass");
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getWidget(crosshair, "Crosshair");
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setFpsLevel(fpsLevel);
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getWidget(trianglecounter, "TriangleCounter");
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getWidget(batchcounter, "BatchCounter");
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compass->setImageTexture("textures\\compass.dds");
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crosshair->setImageTexture("textures\\target.dds");
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// These are just demo values, you should replace these with
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// real calls from outside the class later.
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setWeapIcon("icons\\w\\tx_knife_iron.dds");
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setWeapStatus(90, 100);
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setSpellIcon("icons\\s\\b_tx_s_rstor_health.dds");
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setSpellStatus(65, 100);
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setEffect("icons\\s\\tx_s_chameleon.dds");
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LocalMapBase::init(minimap, this);
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mMainWidget->eventMouseButtonClick += MyGUI::newDelegate(this, &HUD::onWorldClicked);
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mMainWidget->eventMouseMove += MyGUI::newDelegate(this, &HUD::onWorldMouseOver);
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}
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void HUD::setFpsLevel(int level)
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{
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MyGUI::Widget* fps;
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getWidget(fps, "FPSBoxAdv");
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fps->setVisible(false);
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getWidget(fps, "FPSBox");
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fps->setVisible(false);
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if (level == 2)
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{
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getWidget(fpsbox, "FPSBoxAdv");
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fpsbox->setVisible(true);
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getWidget(fpscounter, "FPSCounterAdv");
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}
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else if (level == 1)
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{
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getWidget(fpsbox, "FPSBox");
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fpsbox->setVisible(true);
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getWidget(fpscounter, "FPSCounter");
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}
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}
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void HUD::setFPS(float fps)
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{
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fpscounter->setCaption(boost::lexical_cast<std::string>((int)fps));
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}
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void HUD::setTriangleCount(size_t count)
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{
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trianglecounter->setCaption(boost::lexical_cast<std::string>(count));
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}
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void HUD::setBatchCount(size_t count)
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{
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batchcounter->setCaption(boost::lexical_cast<std::string>(count));
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}
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void HUD::setStats(int h, int hmax, int m, int mmax, int s, int smax)
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{
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health->setProgressRange(hmax);
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health->setProgressPosition(h);
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magicka->setProgressRange(mmax);
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magicka->setProgressPosition(m);
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stamina->setProgressRange(smax);
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stamina->setProgressPosition(s);
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}
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void HUD::setWeapIcon(const char *str)
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{
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weapImage->setImageTexture(str);
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}
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void HUD::setSpellIcon(const char *str)
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{
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spellImage->setImageTexture(str);
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}
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void HUD::setWeapStatus(int s, int smax)
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{
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weapStatus->setProgressRange(smax);
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weapStatus->setProgressPosition(s);
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}
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void HUD::setSpellStatus(int s, int smax)
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{
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spellStatus->setProgressRange(smax);
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spellStatus->setProgressPosition(s);
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}
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void HUD::setEffect(const char *img)
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{
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effect1->setImageTexture(img);
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}
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void HUD::setValue(const std::string& id, const MWMechanics::DynamicStat<int>& value)
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{
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static const char *ids[] =
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{
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"HBar", "MBar", "FBar", 0
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};
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for (int i=0; ids[i]; ++i)
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if (ids[i]==id)
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{
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switch (i)
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{
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case 0:
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health->setProgressRange (value.getModified());
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health->setProgressPosition (value.getCurrent());
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break;
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case 1:
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magicka->setProgressRange (value.getModified());
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magicka->setProgressPosition (value.getCurrent());
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break;
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case 2:
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stamina->setProgressRange (value.getModified());
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stamina->setProgressPosition (value.getCurrent());
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break;
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}
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}
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}
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void HUD::setPlayerDir(const float x, const float y)
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{
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if (!minimapBox->getVisible() || (x == mLastPositionX && y == mLastPositionY)) return;
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MyGUI::ISubWidget* main = compass->getSubWidgetMain();
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MyGUI::RotatingSkin* rotatingSubskin = main->castType<MyGUI::RotatingSkin>();
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rotatingSubskin->setCenter(MyGUI::IntPoint(16,16));
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float angle = std::atan2(x,y);
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rotatingSubskin->setAngle(angle);
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mLastPositionX = x;
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mLastPositionY = y;
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}
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void HUD::setPlayerPos(const float x, const float y)
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{
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if (!minimapBox->getVisible() || (x == mLastDirectionX && y == mLastDirectionY)) return;
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MyGUI::IntSize size = minimap->getCanvasSize();
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MyGUI::IntPoint middle = MyGUI::IntPoint((1/3.f + x/3.f)*size.width,(1/3.f + y/3.f)*size.height);
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MyGUI::IntCoord viewsize = minimap->getCoord();
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MyGUI::IntPoint pos(0.5*viewsize.width - middle.left, 0.5*viewsize.height - middle.top);
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minimap->setViewOffset(pos);
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compass->setPosition(MyGUI::IntPoint(x*512-16, y*512-16));
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mLastDirectionX = x;
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mLastDirectionY = y;
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}
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void HUD::setBottomLeftVisibility(bool hmsVisible, bool weapVisible, bool spellVisible)
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{
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int weapDx = 0, spellDx = 0;
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if (!hmsVisible)
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spellDx = weapDx = weapBoxBaseLeft - hmsBaseLeft;
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if (!weapVisible)
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spellDx -= spellBoxBaseLeft - weapBoxBaseLeft;
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health->setVisible(hmsVisible);
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stamina->setVisible(hmsVisible);
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magicka->setVisible(hmsVisible);
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weapBox->setPosition(weapBoxBaseLeft - weapDx, weapBox->getTop());
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weapBox->setVisible(weapVisible);
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spellBox->setPosition(spellBoxBaseLeft - spellDx, spellBox->getTop());
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spellBox->setVisible(spellVisible);
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}
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void HUD::setBottomRightVisibility(bool effectBoxVisible, bool minimapBoxVisible)
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{
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// effect box can have variable width -> variable left coordinate
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int effectsDx = 0;
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if (!minimapBoxVisible)
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effectsDx = minimapBoxBaseRight - effectBoxBaseRight;
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minimapBox->setVisible(minimapBoxVisible);
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effectBox->setPosition(effectBoxBaseRight - effectBox->getWidth() + effectsDx, effectBox->getTop());
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effectBox->setVisible(effectBoxVisible);
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}
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void HUD::onWorldClicked(MyGUI::Widget* _sender)
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{
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if (mDragAndDrop->mIsOnDragAndDrop)
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{
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// drop item into the gameworld
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MWWorld::Ptr object = *mDragAndDrop->mDraggedWidget->getUserData<MWWorld::Ptr>();
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MWWorld::World* world = MWBase::Environment::get().getWorld();
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MyGUI::IntSize viewSize = MyGUI::RenderManager::getInstance().getViewSize();
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MyGUI::IntPoint cursorPosition = MyGUI::InputManager::getInstance().getMousePosition();
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float mouseX = cursorPosition.left / float(viewSize.width);
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float mouseY = cursorPosition.top / float(viewSize.height);
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if (world->canPlaceObject(mouseX, mouseY))
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world->placeObject(object, mouseX, mouseY);
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else
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world->dropObjectOnGround(object);
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MyGUI::PointerManager::getInstance().setPointer("arrow");
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std::string sound = MWWorld::Class::get(object).getDownSoundId(object);
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MWBase::Environment::get().getSoundManager()->playSound (sound, 1.0, 1.0);
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// remove object from the container it was coming from
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object.getRefData().setCount(object.getRefData().getCount() - mDragAndDrop->mDraggedCount);
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mDragAndDrop->mDraggedFrom->notifyContentChanged();
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mDragAndDrop->mIsOnDragAndDrop = false;
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MyGUI::Gui::getInstance().destroyWidget(mDragAndDrop->mDraggedWidget);
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mDragAndDrop->mDraggedWidget = 0;
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MWBase::Environment::get().getWindowManager()->setDragDrop(false);
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}
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}
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void HUD::onWorldMouseOver(MyGUI::Widget* _sender, int x, int y)
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{
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if (mDragAndDrop->mIsOnDragAndDrop)
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{
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MyGUI::IntSize viewSize = MyGUI::RenderManager::getInstance().getViewSize();
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MyGUI::IntPoint cursorPosition = MyGUI::InputManager::getInstance().getMousePosition();
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float mouseX = cursorPosition.left / float(viewSize.width);
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float mouseY = cursorPosition.top / float(viewSize.height);
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MWWorld::World* world = MWBase::Environment::get().getWorld();
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// if we can't drop the object at the wanted position, show the "drop on ground" cursor.
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bool canDrop = world->canPlaceObject(mouseX, mouseY);
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if (!canDrop)
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MyGUI::PointerManager::getInstance().setPointer("drop_ground");
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else
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MyGUI::PointerManager::getInstance().setPointer("arrow");
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}
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else
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{
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MyGUI::PointerManager::getInstance().setPointer("arrow");
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/// \todo make it possible to pick up objects with the mouse, if inventory or container window is open
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}
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}
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