Issue #107: moving function implementations from hpp to cpp file

actorid
Marc Zinnschlag 13 years ago
parent dbac3d2e5f
commit 020fde70b8

@ -743,3 +743,79 @@ void WindowManager::executeInConsole (const std::string& path)
{
mConsole->executeFile (path);
}
void WindowManager::wmUpdateFps(float fps, unsigned int triangleCount, unsigned int batchCount)
{
mFPS = fps;
mTriangleCount = triangleCount;
mBatchCount = batchCount;
}
MyGUI::Gui* WindowManager::getGui() const { return mGui; }
MWGui::DialogueWindow* WindowManager::getDialogueWindow() { return mDialogueWindow; }
MWGui::ContainerWindow* WindowManager::getContainerWindow() { return mContainerWindow; }
MWGui::InventoryWindow* WindowManager::getInventoryWindow() { return mInventoryWindow; }
MWGui::BookWindow* WindowManager::getBookWindow() { return mBookWindow; }
MWGui::ScrollWindow* WindowManager::getScrollWindow() { return mScrollWindow; }
MWGui::CountDialog* WindowManager::getCountDialog() { return mCountDialog; }
MWGui::ConfirmationDialog* WindowManager::getConfirmationDialog() { return mConfirmationDialog; }
MWGui::TradeWindow* WindowManager::getTradeWindow() { return mTradeWindow; }
MWGui::SpellWindow* WindowManager::getSpellWindow() { return mSpellWindow; }
MWGui::Console* WindowManager::getConsole() { return mConsole; }
bool WindowManager::isAllowed (GuiWindow wnd) const
{
return mAllowed & wnd;
}
void WindowManager::allow (GuiWindow wnd)
{
mAllowed = (GuiWindow)(mAllowed | wnd);
updateVisible();
}
void WindowManager::disallowAll()
{
mAllowed = GW_None;
updateVisible();
}
void WindowManager::toggleVisible (GuiWindow wnd)
{
mShown = (mShown & wnd) ? (GuiWindow) (mShown & ~wnd) : (GuiWindow) (mShown | wnd);
updateVisible();
}
bool WindowManager::isGuiMode() const
{
return !mGuiModes.empty();
}
MWGui::GuiMode WindowManager::getMode() const
{
if (mGuiModes.empty())
throw std::runtime_error ("getMode() called, but there is no active mode");
return mGuiModes.back();
}
std::map<ESM::Skill::SkillEnum, MWMechanics::Stat<float> > WindowManager::getPlayerSkillValues()
{
return mPlayerSkillValues;
}
std::map<ESM::Attribute::AttributeID, MWMechanics::Stat<int> > WindowManager::getPlayerAttributeValues()
{
return mPlayerAttributes;
}
WindowManager::SkillList WindowManager::getPlayerMinorSkills()
{
return mPlayerMinorSkills;
}
WindowManager::SkillList WindowManager::getPlayerMajorSkills()
{
return mPlayerMajorSkills;
}

@ -100,61 +100,34 @@ namespace MWGui
void popGuiMode();
void removeGuiMode(GuiMode mode); ///< can be anywhere in the stack
GuiMode getMode() const
{
if (mGuiModes.empty())
throw std::runtime_error ("getMode() called, but there is no active mode");
return mGuiModes.back();
}
GuiMode getMode() const;
bool isGuiMode() const { return !mGuiModes.empty(); }
bool isGuiMode() const;
void toggleVisible(GuiWindow wnd)
{
mShown = (mShown & wnd) ? (GuiWindow) (mShown & ~wnd) : (GuiWindow) (mShown | wnd);
updateVisible();
}
void toggleVisible(GuiWindow wnd);
// Disallow all inventory mode windows
void disallowAll()
{
mAllowed = GW_None;
updateVisible();
}
void disallowAll();
// Allow one or more windows
void allow(GuiWindow wnd)
{
mAllowed = (GuiWindow)(mAllowed | wnd);
updateVisible();
}
bool isAllowed(GuiWindow wnd) const
{
return mAllowed & wnd;
}
void allow(GuiWindow wnd);
MWGui::DialogueWindow* getDialogueWindow() {return mDialogueWindow;}
MWGui::ContainerWindow* getContainerWindow() {return mContainerWindow;}
MWGui::InventoryWindow* getInventoryWindow() {return mInventoryWindow;}
MWGui::BookWindow* getBookWindow() {return mBookWindow;}
MWGui::ScrollWindow* getScrollWindow() {return mScrollWindow;}
MWGui::CountDialog* getCountDialog() {return mCountDialog;}
MWGui::ConfirmationDialog* getConfirmationDialog() {return mConfirmationDialog;}
MWGui::TradeWindow* getTradeWindow() {return mTradeWindow;}
MWGui::SpellWindow* getSpellWindow() {return mSpellWindow;}
MWGui::Console* getConsole() {return mConsole;}
bool isAllowed(GuiWindow wnd) const;
MyGUI::Gui* getGui() const { return mGui; }
MWGui::DialogueWindow* getDialogueWindow();
MWGui::ContainerWindow* getContainerWindow();
MWGui::InventoryWindow* getInventoryWindow();
MWGui::BookWindow* getBookWindow();
MWGui::ScrollWindow* getScrollWindow();
MWGui::CountDialog* getCountDialog();
MWGui::ConfirmationDialog* getConfirmationDialog();
MWGui::TradeWindow* getTradeWindow();
MWGui::SpellWindow* getSpellWindow();
MWGui::Console* getConsole();
void wmUpdateFps(float fps, unsigned int triangleCount, unsigned int batchCount)
{
mFPS = fps;
mTriangleCount = triangleCount;
mBatchCount = batchCount;
}
MyGUI::Gui* getGui() const;
// MWMechanics::DynamicStat<int> getValue(const std::string& id);
void wmUpdateFps(float fps, unsigned int triangleCount, unsigned int batchCount);
///< Set value for the given ID.
void setValue (const std::string& id, const MWMechanics::Stat<int>& value);
@ -211,10 +184,10 @@ namespace MWGui
void onFrame (float frameDuration);
std::map<ESM::Skill::SkillEnum, MWMechanics::Stat<float> > getPlayerSkillValues() { return mPlayerSkillValues; }
std::map<ESM::Attribute::AttributeID, MWMechanics::Stat<int> > getPlayerAttributeValues() { return mPlayerAttributes; }
SkillList getPlayerMinorSkills() { return mPlayerMinorSkills; }
SkillList getPlayerMajorSkills() { return mPlayerMajorSkills; }
std::map<ESM::Skill::SkillEnum, MWMechanics::Stat<float> > getPlayerSkillValues();
std::map<ESM::Attribute::AttributeID, MWMechanics::Stat<int> > getPlayerAttributeValues();
SkillList getPlayerMinorSkills();
SkillList getPlayerMajorSkills();
/**
* Fetches a GMST string from the store, if there is no setting with the given

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