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

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#include "window_manager.hpp"
#include "mw_layouts.hpp"
#include "mw_chargen.hpp"
#include "../mwmechanics/mechanicsmanager.hpp"
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#include "console.hpp"
#include <assert.h>
#include <iostream>
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#include <iterator>
using namespace MWGui;
WindowManager::WindowManager(MyGUI::Gui *_gui, MWWorld::Environment& environment,
const Compiler::Extensions& extensions, bool newGame)
: environment(environment)
, raceDialog(nullptr)
, nameChosen(false)
, raceChosen(false)
, classChosen(false)
, birthChosen(false)
, reviewNext(false)
, gui(_gui)
, mode(GM_Game)
, shown(GW_ALL)
, allowed(newGame ? GW_None : GW_ALL)
{
// Get size info from the Gui object
assert(gui);
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int w = gui->getViewSize().width;
int h = gui->getViewSize().height;
hud = new HUD(w,h);
menu = new MainMenu(w,h);
map = new MapWindow();
stats = new StatsWindow (environment.mWorld->getStore());
inventory = new InventoryWindow ();
console = new Console(w,h, environment, extensions);
// The HUD is always on
hud->setVisible(true);
// Set up visibility
updateVisible();
}
WindowManager::~WindowManager()
{
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delete console;
delete hud;
delete map;
delete menu;
delete stats;
delete inventory;
delete raceDialog;
}
void WindowManager::updateVisible()
{
// Start out by hiding everything except the HUD
map->setVisible(false);
menu->setVisible(false);
stats->setVisible(false);
inventory->setVisible(false);
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console->disable();
// Mouse is visible whenever we're not in game mode
gui->setVisiblePointer(isGuiMode());
// If in game mode, don't show anything.
if(mode == GM_Game)
{
return;
}
if(mode == GM_MainMenu)
{
// Enable the main menu
menu->setVisible(true);
return;
}
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if(mode == GM_Console)
{
console->enable();
return;
}
if (mode == GM_Race)
{
if (!raceDialog)
raceDialog = new RaceDialog (environment, raceChosen);
raceDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onRaceDialogDone);
raceDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onRaceDialogBack);
raceDialog->setVisible(true);
return;
}
if(mode == GM_Inventory)
{
// Ah, inventory mode. First, compute the effective set of
// windows to show. This is controlled both by what windows the
// user has opened/closed (the 'shown' variable) and by what
// windows we are allowed to show (the 'allowed' var.)
int eff = shown & allowed;
// Show the windows we want
map -> setVisible( eff & GW_Map );
stats -> setVisible( eff & GW_Stats );
// inventory -> setVisible( eff & GW_Inventory );
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return;
}
// All other modes are ignored
mode = GM_Game;
}
void WindowManager::setValue (const std::string& id, const MWMechanics::Stat<int>& value)
{
stats->setValue (id, value);
}
void WindowManager::setValue (const std::string& id, const MWMechanics::DynamicStat<int>& value)
{
stats->setValue (id, value);
hud->setValue (id, value);
}
void WindowManager::messageBox (const std::string& message, const std::vector<std::string>& buttons)
{
std::cout << "message box: " << message << std::endl;
if (!buttons.empty())
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{
std::cout << "buttons: ";
std::copy (buttons.begin(), buttons.end(), std::ostream_iterator<std::string> (std::cout, ", "));
std::cout << std::endl;
}
}
void WindowManager::updateCharacterGeneration()
{
if (raceDialog)
{
// TOOD: Uncomment when methods in mechanics manager is implemented
//raceDialog->setRace(environment.mMechanicsManager->getPlayerRace());
//raceDialog->setGender(environment.mMechanicsManager->getPlayerMale() ? RaceDialog::GM_Male : RaceDialog::GM_Female);
// TODO: Face/Hair
}
}
void WindowManager::onRaceDialogDone()
{
raceChosen = true;
if (raceDialog)
{
raceDialog->setVisible(false);
environment.mMechanicsManager->setPlayerRace(raceDialog->getRace(), raceDialog->getGender() == RaceDialog::GM_Male);
}
delete raceDialog;
raceDialog = nullptr;
updateCharacterGeneration();
if (reviewNext)
setMode(GM_Review);
else if (classChosen)
setMode(GM_Class);
}
void WindowManager::onRaceDialogBack()
{
if (raceDialog)
{
raceDialog->setVisible(false);
environment.mMechanicsManager->setPlayerRace(raceDialog->getRace(), raceDialog->getGender() == RaceDialog::GM_Male);
}
delete raceDialog;
raceDialog = nullptr;
updateCharacterGeneration();
setMode(GM_Name);
}