From 03158f4b621d5e1d07758ca85b53e114b62c2a60 Mon Sep 17 00:00:00 2001 From: Jan-Peter Nilsson Date: Sat, 1 Jan 2011 22:53:34 +0100 Subject: [PATCH] Change indentation to four spaces --- apps/openmw/mwgui/window_manager.cpp | 405 ++++++++++++++------------- 1 file changed, 203 insertions(+), 202 deletions(-) diff --git a/apps/openmw/mwgui/window_manager.cpp b/apps/openmw/mwgui/window_manager.cpp index adbde20be..23b3839a5 100644 --- a/apps/openmw/mwgui/window_manager.cpp +++ b/apps/openmw/mwgui/window_manager.cpp @@ -49,61 +49,61 @@ WindowManager::WindowManager(MyGUI::Gui *_gui, MWWorld::Environment& environment //Register own widgets with MyGUI MyGUI::FactoryManager::getInstance().registerFactory("Widget"); - // Get size info from the Gui object - assert(gui); - int w = gui->getViewSize().width; - int h = gui->getViewSize().height; + // Get size info from the Gui object + assert(gui); + int w = gui->getViewSize().width; + int h = gui->getViewSize().height; - hud = new HUD(w,h, showFPSCounter); - menu = new MainMenu(w,h); - map = new MapWindow(); - stats = new StatsWindow (environment); + hud = new HUD(w,h, showFPSCounter); + menu = new MainMenu(w,h); + map = new MapWindow(); + stats = new StatsWindow (environment); #if 0 - inventory = new InventoryWindow (); + inventory = new InventoryWindow (); #endif - console = new Console(w,h, environment, extensions); + console = new Console(w,h, environment, extensions); - // The HUD is always on - hud->setVisible(true); + // The HUD is always on + hud->setVisible(true); - // Setup player stats - for (int i = 0; i < ESM::Attribute::Length; ++i) - { - playerAttributes.insert(std::make_pair(ESM::Attribute::attributeIds[i], MWMechanics::Stat())); - } + // Setup player stats + for (int i = 0; i < ESM::Attribute::Length; ++i) + { + playerAttributes.insert(std::make_pair(ESM::Attribute::attributeIds[i], MWMechanics::Stat())); + } - for (int i = 0; i < ESM::Skill::Length; ++i) - { - playerSkillValues.insert(std::make_pair(ESM::Skill::skillIds[i], MWMechanics::Stat())); - } + for (int i = 0; i < ESM::Skill::Length; ++i) + { + playerSkillValues.insert(std::make_pair(ESM::Skill::skillIds[i], MWMechanics::Stat())); + } - // Set up visibility - updateVisible(); + // Set up visibility + updateVisible(); } WindowManager::~WindowManager() { - delete console; - delete hud; - delete map; - delete menu; - delete stats; + delete console; + delete hud; + delete map; + delete menu; + delete stats; #if 0 - delete inventory; + delete inventory; #endif - delete nameDialog; - delete raceDialog; - delete dialogueWindow; - delete classChoiceDialog; - delete generateClassQuestionDialog; - delete generateClassResultDialog; - delete pickClassDialog; - delete createClassDialog; - delete birthSignDialog; - delete reviewDialog; + delete nameDialog; + delete raceDialog; + delete dialogueWindow; + delete classChoiceDialog; + delete generateClassQuestionDialog; + delete generateClassResultDialog; + delete pickClassDialog; + delete createClassDialog; + delete birthSignDialog; + delete reviewDialog; - cleanupGarbage(); + cleanupGarbage(); } void WindowManager::cleanupGarbage() @@ -147,181 +147,181 @@ void WindowManager::setGuiMode(GuiMode newMode) void WindowManager::updateVisible() { - // Start out by hiding everything except the HUD - map->setVisible(false); - menu->setVisible(false); - stats->setVisible(false); + // Start out by hiding everything except the HUD + map->setVisible(false); + menu->setVisible(false); + stats->setVisible(false); #if 0 - inventory->setVisible(false); + inventory->setVisible(false); #endif - console->disable(); + console->disable(); - // Mouse is visible whenever we're not in game mode - gui->setVisiblePointer(isGuiMode()); + // 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) + // If in game mode, don't show anything. + if(mode == GM_Game) { - return; + return; } - if(mode == GM_MainMenu) + if(mode == GM_MainMenu) { - // Enable the main menu - menu->setVisible(true); - return; + // Enable the main menu + menu->setVisible(true); + return; } - if(mode == GM_Console) + if(mode == GM_Console) { - console->enable(); - return; + console->enable(); + return; } - if (mode == GM_Name) - { - if (nameDialog) - removeDialog(nameDialog); - nameDialog = new TextInputDialog(environment); - std::string sName = getGameSettingString("sName", "Name"); - nameDialog->setTextLabel(sName); - nameDialog->setTextInput(playerName); - nameDialog->setNextButtonShow(nameChosen || reviewNext); - nameDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onNameDialogDone); - nameDialog->open(); - return; - } - - if (mode == GM_Race) - { - if (raceDialog) - removeDialog(raceDialog); - raceDialog = new RaceDialog(environment); - raceDialog->setNextButtonShow(raceChosen || reviewNext); - raceDialog->setRaceId(playerRaceId); - raceDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onRaceDialogDone); - raceDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onRaceDialogBack); - raceDialog->open(); - return; - } - - if (mode == GM_Class) - { - if (classChoiceDialog) - removeDialog(classChoiceDialog); - classChoiceDialog = new ClassChoiceDialog(environment); - classChoiceDialog->eventButtonSelected = MyGUI::newDelegate(this, &WindowManager::onClassChoice); - classChoiceDialog->open(); - return; - } - - if (mode == GM_ClassGenerate) - { - generateClassStep = 0; - generateClass = ""; - generateClassSpecializations[0] = 0; - generateClassSpecializations[1] = 0; - generateClassSpecializations[2] = 0; - showClassQuestionDialog(); - return; - } - - if (mode == GM_ClassPick) - { - if (pickClassDialog) - removeDialog(pickClassDialog); - pickClassDialog = new PickClassDialog(environment); - pickClassDialog->setNextButtonShow(classChosen || reviewNext); - pickClassDialog->setClassId(playerClass.name); - pickClassDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onPickClassDialogDone); - pickClassDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onPickClassDialogBack); - pickClassDialog->open(); - return; - } - - if (mode == GM_ClassCreate) - { - if (createClassDialog) - removeDialog(createClassDialog); - createClassDialog = new CreateClassDialog(environment); - createClassDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onCreateClassDialogDone); - createClassDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onCreateClassDialogBack); - createClassDialog->open(); - return; - } - - if (mode == GM_Birth) - { - if (birthSignDialog) - removeDialog(birthSignDialog); - birthSignDialog = new BirthDialog(environment); - birthSignDialog->setNextButtonShow(birthSignChosen || reviewNext); - birthSignDialog->setBirthId(playerBirthSignId); - birthSignDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onBirthSignDialogDone); - birthSignDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onBirthSignDialogBack); - birthSignDialog->open(); - return; - } - - if (mode == GM_Review) - { - reviewNext = false; - if (reviewDialog) - removeDialog(reviewDialog); - reviewDialog = new ReviewDialog(environment); - reviewDialog->setPlayerName(playerName); - reviewDialog->setRace(playerRaceId); - reviewDialog->setClass(playerClass); - reviewDialog->setBirthSign(playerBirthSignId); - - reviewDialog->setHealth(playerHealth); - reviewDialog->setMagicka(playerMagicka); - reviewDialog->setFatigue(playerFatigue); - - { - std::map >::iterator end = playerAttributes.end(); - for (std::map >::iterator it = playerAttributes.begin(); it != end; ++it) - { - reviewDialog->setAttribute(it->first, it->second); - } - } - - { - std::map >::iterator end = playerSkillValues.end(); - for (std::map >::iterator it = playerSkillValues.begin(); it != end; ++it) - { - reviewDialog->setSkillValue(it->first, it->second); - } - reviewDialog->configureSkills(playerMajorSkills, playerMinorSkills); - } - - reviewDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onReviewDialogDone); - reviewDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onReviewDialogBack); - - reviewDialog->eventNameActivated = MyGUI::newDelegate(this, &WindowManager::onNameDialogActivate); - reviewDialog->eventRaceActivated = MyGUI::newDelegate(this, &WindowManager::onRaceDialogActivate); - reviewDialog->eventClassActivated = MyGUI::newDelegate(this, &WindowManager::onClassDialogActivate); - reviewDialog->eventBirthSignActivated = MyGUI::newDelegate(this, &WindowManager::onBirthSignDialogActivate); - - reviewDialog->open(); - return; - } - - if(mode == GM_Inventory) + if (mode == GM_Name) { - // 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; + if (nameDialog) + removeDialog(nameDialog); + nameDialog = new TextInputDialog(environment); + std::string sName = getGameSettingString("sName", "Name"); + nameDialog->setTextLabel(sName); + nameDialog->setTextInput(playerName); + nameDialog->setNextButtonShow(nameChosen || reviewNext); + nameDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onNameDialogDone); + nameDialog->open(); + return; + } - // Show the windows we want - map -> setVisible( (eff & GW_Map) != 0 ); - stats -> setVisible( (eff & GW_Stats) != 0 ); + if (mode == GM_Race) + { + if (raceDialog) + removeDialog(raceDialog); + raceDialog = new RaceDialog(environment); + raceDialog->setNextButtonShow(raceChosen || reviewNext); + raceDialog->setRaceId(playerRaceId); + raceDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onRaceDialogDone); + raceDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onRaceDialogBack); + raceDialog->open(); + return; + } + + if (mode == GM_Class) + { + if (classChoiceDialog) + removeDialog(classChoiceDialog); + classChoiceDialog = new ClassChoiceDialog(environment); + classChoiceDialog->eventButtonSelected = MyGUI::newDelegate(this, &WindowManager::onClassChoice); + classChoiceDialog->open(); + return; + } + + if (mode == GM_ClassGenerate) + { + generateClassStep = 0; + generateClass = ""; + generateClassSpecializations[0] = 0; + generateClassSpecializations[1] = 0; + generateClassSpecializations[2] = 0; + showClassQuestionDialog(); + return; + } + + if (mode == GM_ClassPick) + { + if (pickClassDialog) + removeDialog(pickClassDialog); + pickClassDialog = new PickClassDialog(environment); + pickClassDialog->setNextButtonShow(classChosen || reviewNext); + pickClassDialog->setClassId(playerClass.name); + pickClassDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onPickClassDialogDone); + pickClassDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onPickClassDialogBack); + pickClassDialog->open(); + return; + } + + if (mode == GM_ClassCreate) + { + if (createClassDialog) + removeDialog(createClassDialog); + createClassDialog = new CreateClassDialog(environment); + createClassDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onCreateClassDialogDone); + createClassDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onCreateClassDialogBack); + createClassDialog->open(); + return; + } + + if (mode == GM_Birth) + { + if (birthSignDialog) + removeDialog(birthSignDialog); + birthSignDialog = new BirthDialog(environment); + birthSignDialog->setNextButtonShow(birthSignChosen || reviewNext); + birthSignDialog->setBirthId(playerBirthSignId); + birthSignDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onBirthSignDialogDone); + birthSignDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onBirthSignDialogBack); + birthSignDialog->open(); + return; + } + + if (mode == GM_Review) + { + reviewNext = false; + if (reviewDialog) + removeDialog(reviewDialog); + reviewDialog = new ReviewDialog(environment); + reviewDialog->setPlayerName(playerName); + reviewDialog->setRace(playerRaceId); + reviewDialog->setClass(playerClass); + reviewDialog->setBirthSign(playerBirthSignId); + + reviewDialog->setHealth(playerHealth); + reviewDialog->setMagicka(playerMagicka); + reviewDialog->setFatigue(playerFatigue); + + { + std::map >::iterator end = playerAttributes.end(); + for (std::map >::iterator it = playerAttributes.begin(); it != end; ++it) + { + reviewDialog->setAttribute(it->first, it->second); + } + } + + { + std::map >::iterator end = playerSkillValues.end(); + for (std::map >::iterator it = playerSkillValues.begin(); it != end; ++it) + { + reviewDialog->setSkillValue(it->first, it->second); + } + reviewDialog->configureSkills(playerMajorSkills, playerMinorSkills); + } + + reviewDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onReviewDialogDone); + reviewDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onReviewDialogBack); + + reviewDialog->eventNameActivated = MyGUI::newDelegate(this, &WindowManager::onNameDialogActivate); + reviewDialog->eventRaceActivated = MyGUI::newDelegate(this, &WindowManager::onRaceDialogActivate); + reviewDialog->eventClassActivated = MyGUI::newDelegate(this, &WindowManager::onClassDialogActivate); + reviewDialog->eventBirthSignActivated = MyGUI::newDelegate(this, &WindowManager::onBirthSignDialogActivate); + + reviewDialog->open(); + 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) != 0 ); + stats -> setVisible( (eff & GW_Stats) != 0 ); #if 0 -// inventory -> setVisible( eff & GW_Inventory ); + // inventory -> setVisible( eff & GW_Inventory ); #endif - return; + return; } if (mode == GM_Dialogue) @@ -335,10 +335,10 @@ void WindowManager::updateVisible() } - // Unsupported mode, switch back to game - // Note: The call will eventually end up this method again but - // will stop at the check if(mode == GM_Game) above. - setGuiMode(GM_Game); + // Unsupported mode, switch back to game + // Note: The call will eventually end up this method again but + // will stop at the check if(mode == GM_Game) above. + setGuiMode(GM_Game); } void WindowManager::setValue (const std::string& id, const MWMechanics::Stat& value) @@ -1003,3 +1003,4 @@ void WindowManager::onBirthSignDialogActivate() reviewNext = true; setGuiMode(GM_Birth); } +