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openmw-tes3mp/apps/openmw/mwgui/mapwindow.hpp

161 lines
4.4 KiB
C++

#ifndef MWGUI_MAPWINDOW_H
#define MWGUI_MAPWINDOW_H
#include <stdint.h>
11 years ago
#include "windowpinnablebase.hpp"
namespace MWRender
{
class GlobalMap;
}
namespace ESM
{
class ESMReader;
class ESMWriter;
}
namespace Loading
{
class Listener;
}
namespace MWGui
{
class LocalMapBase
{
public:
LocalMapBase();
virtual ~LocalMapBase();
void init(MyGUI::ScrollView* widget, MyGUI::ImageBox* compass, OEngine::GUI::Layout* layout, bool mapDragAndDrop=false);
void setCellPrefix(const std::string& prefix);
void setActiveCell(const int x, const int y, bool interior=false);
void setPlayerDir(const float x, const float y);
void setPlayerPos(const float x, const float y);
void onFrame(float dt);
bool toggleFogOfWar();
struct MarkerPosition
{
bool interior;
int cellX;
int cellY;
float nX;
float nY;
};
protected:
int mCurX, mCurY;
bool mInterior;
MyGUI::ScrollView* mLocalMap;
MyGUI::ImageBox* mCompass;
std::string mPrefix;
bool mChanged;
bool mFogOfWar;
std::vector<MyGUI::ImageBox*> mMapWidgets;
std::vector<MyGUI::ImageBox*> mFogWidgets;
// Keep track of created marker widgets, just to easily remove them later.
std::vector<MyGUI::Widget*> mDoorMarkerWidgets; // Doors
std::vector<MyGUI::Widget*> mMarkerWidgets; // Other markers
void applyFogOfWar();
void onMarkerFocused(MyGUI::Widget* w1, MyGUI::Widget* w2);
void onMarkerUnfocused(MyGUI::Widget* w1, MyGUI::Widget* w2);
MyGUI::IntPoint getMarkerPosition (float worldX, float worldY, MarkerPosition& markerPos);
virtual void notifyPlayerUpdate() {}
virtual void notifyMapChanged() {}
// Update markers (Detect X effects, Mark/Recall effects)
// Note, door markers are handled in setActiveCell
void updateMarkers();
void addDetectionMarkers(int type);
OEngine::GUI::Layout* mLayout;
float mMarkerUpdateTimer;
bool mMapDragAndDrop;
float mLastPositionX;
float mLastPositionY;
float mLastDirectionX;
float mLastDirectionY;
};
class MapWindow : public MWGui::WindowPinnableBase, public LocalMapBase, public NoDrop
{
public:
MapWindow(DragAndDrop* drag, const std::string& cacheDir);
virtual ~MapWindow();
void setCellName(const std::string& cellName);
void renderGlobalMap(Loading::Listener* loadingListener);
// adds the marker to the global map
void addVisitedLocation(const std::string& name, int x, int y);
// reveals this cell's map on the global map
void cellExplored(int x, int y);
void setGlobalMapPlayerPosition (float worldX, float worldY);
virtual void open();
void onFrame(float dt);
/// Clear all savegame-specific data
void clear();
void write (ESM::ESMWriter& writer, Loading::Listener& progress);
void readRecord (ESM::ESMReader& reader, int32_t type);
private:
void onDragStart(MyGUI::Widget* _sender, int _left, int _top, MyGUI::MouseButton _id);
void onMouseDrag(MyGUI::Widget* _sender, int _left, int _top, MyGUI::MouseButton _id);
void onWorldButtonClicked(MyGUI::Widget* _sender);
void globalMapUpdatePlayer();
MyGUI::ScrollView* mGlobalMap;
MyGUI::ImageBox* mGlobalMapImage;
MyGUI::ImageBox* mGlobalMapOverlay;
MyGUI::ImageBox* mPlayerArrowLocal;
MyGUI::ImageBox* mPlayerArrowGlobal;
MyGUI::Button* mButton;
MyGUI::IntPoint mLastDragPos;
bool mGlobal;
// Markers on global map
typedef std::pair<int, int> CellId;
std::vector<CellId> mMarkers;
// Cells that should be explored in the next frame (i.e. their map revealed on the global map)
// We can't do this immediately, because the map update is not immediate either (see mNeedMapUpdate in scene.cpp)
std::vector<CellId> mQueuedToExplore;
MyGUI::Button* mEventBoxGlobal;
MyGUI::Button* mEventBoxLocal;
MWRender::GlobalMap* mGlobalMapRender;
protected:
virtual void onPinToggled();
virtual void onTitleDoubleClicked();
virtual void notifyPlayerUpdate();
virtual void notifyMapChanged();
};
}
#endif