Move HUD implementation out of the header file

actorid
Jan-Peter Nilsson 14 years ago
parent 2a53afc2bf
commit 0695e8d8b2

@ -10,3 +10,115 @@
using namespace MWGui;
HUD::HUD(int width, int height, bool fpsSwitch)
: Layout("openmw_hud_layout.xml")
{
setCoord(0,0, width, height);
// Energy bars
getWidget(health, "Health");
getWidget(magicka, "Magicka");
getWidget(stamina, "Stamina");
// Item and spell images and status bars
getWidget(weapImage, "WeapImage");
getWidget(weapStatus, "WeapStatus");
getWidget(spellImage, "SpellImage");
getWidget(spellStatus, "SpellStatus");
getWidget(effectBox, "EffectBox");
getWidget(effect1, "Effect1");
getWidget(minimap, "MiniMap");
getWidget(compass, "Compass");
getWidget(crosshair, "Crosshair");
getWidget(fpsbox, "FPSBox");
getWidget(fpscounter, "FPSCounter");
fpsbox->setVisible(fpsSwitch);
compass->setImageTexture("textures\\compass.dds");
crosshair->setImageTexture("textures\\target.dds");
// These are just demo values, you should replace these with
// real calls from outside the class later.
setWeapIcon("icons\\w\\tx_knife_iron.dds");
setWeapStatus(90, 100);
setSpellIcon("icons\\s\\b_tx_s_rstor_health.dds");
setSpellStatus(65, 100);
setEffect("icons\\s\\tx_s_chameleon.dds");
}
void HUD::setFPS(float fps)
{
fpscounter->setCaption(boost::lexical_cast<std::string>((int)fps));
}
void HUD::setStats(int h, int hmax, int m, int mmax, int s, int smax)
{
health->setProgressRange(hmax);
health->setProgressPosition(h);
magicka->setProgressRange(mmax);
magicka->setProgressPosition(m);
stamina->setProgressRange(smax);
stamina->setProgressPosition(s);
}
void HUD::setWeapIcon(const char *str)
{
weapImage->setImageTexture(str);
}
void HUD::setSpellIcon(const char *str)
{
spellImage->setImageTexture(str);
}
void HUD::setWeapStatus(int s, int smax)
{
weapStatus->setProgressRange(smax);
weapStatus->setProgressPosition(s);
}
void HUD::setSpellStatus(int s, int smax)
{
spellStatus->setProgressRange(smax);
spellStatus->setProgressPosition(s);
}
void HUD::setEffect(const char *img)
{
effect1->setImageTexture(img);
}
void HUD::setValue(const std::string& id, const MWMechanics::DynamicStat<int>& value)
{
static const char *ids[] =
{
"HBar", "MBar", "FBar", 0
};
for (int i=0; ids[i]; ++i)
if (ids[i]==id)
{
switch (i)
{
case 0:
health->setProgressRange (value.getModified());
health->setProgressPosition (value.getCurrent());
break;
case 1:
magicka->setProgressRange (value.getModified());
magicka->setProgressPosition (value.getCurrent());
break;
case 2:
stamina->setProgressRange (value.getModified());
stamina->setProgressPosition (value.getCurrent());
break;
}
}
}

@ -36,126 +36,23 @@ namespace MWGui
class HUD : public OEngine::GUI::Layout
{
public:
HUD(int width, int height, bool fpsSwitch)
: Layout("openmw_hud_layout.xml")
{
setCoord(0,0, width, height);
// Energy bars
getWidget(health, "Health");
getWidget(magicka, "Magicka");
getWidget(stamina, "Stamina");
// Item and spell images and status bars
getWidget(weapImage, "WeapImage");
getWidget(weapStatus, "WeapStatus");
getWidget(spellImage, "SpellImage");
getWidget(spellStatus, "SpellStatus");
getWidget(effectBox, "EffectBox");
getWidget(effect1, "Effect1");
getWidget(minimap, "MiniMap");
getWidget(compass, "Compass");
getWidget(crosshair, "Crosshair");
getWidget(fpsbox, "FPSBox");
getWidget(fpscounter, "FPSCounter");
fpsbox->setVisible(fpsSwitch);
compass->setImageTexture("textures\\compass.dds");
crosshair->setImageTexture("textures\\target.dds");
// These are just demo values, you should replace these with
// real calls from outside the class later.
setWeapIcon("icons\\w\\tx_knife_iron.dds");
setWeapStatus(90, 100);
setSpellIcon("icons\\s\\b_tx_s_rstor_health.dds");
setSpellStatus(65, 100);
setEffect("icons\\s\\tx_s_chameleon.dds");
}
void setFPS(float fps)
{
fpscounter->setCaption(boost::lexical_cast<std::string>((int)fps));
}
void setStats(int h, int hmax, int m, int mmax, int s, int smax)
{
health->setProgressRange(hmax);
health->setProgressPosition(h);
magicka->setProgressRange(mmax);
magicka->setProgressPosition(m);
stamina->setProgressRange(smax);
stamina->setProgressPosition(s);
}
void setWeapIcon(const char *str)
{ weapImage->setImageTexture(str); }
void setSpellIcon(const char *str)
{ spellImage->setImageTexture(str); }
void setWeapStatus(int s, int smax)
{
weapStatus->setProgressRange(smax);
weapStatus->setProgressPosition(s);
}
void setSpellStatus(int s, int smax)
{
spellStatus->setProgressRange(smax);
spellStatus->setProgressPosition(s);
}
void setEffect(const char *img)
{ effect1->setImageTexture(img); }
void setValue (const std::string& id, const MWMechanics::DynamicStat<int>& value)
{
static const char *ids[] =
{
"HBar", "MBar", "FBar",
0
};
for (int i=0; ids[i]; ++i)
if (ids[i]==id)
{
switch (i)
{
case 0:
health->setProgressRange (value.getModified());
health->setProgressPosition (value.getCurrent());
break;
case 1:
magicka->setProgressRange (value.getModified());
magicka->setProgressPosition (value.getCurrent());
break;
case 2:
stamina->setProgressRange (value.getModified());
stamina->setProgressPosition (value.getCurrent());
break;
}
}
}
HUD(int width, int height, bool fpsSwitch);
void setStats(int h, int hmax, int m, int mmax, int s, int smax);
void setWeapIcon(const char *str);
void setSpellIcon(const char *str);
void setWeapStatus(int s, int smax);
void setSpellStatus(int s, int smax);
void setEffect(const char *img);
void setValue (const std::string& id, const MWMechanics::DynamicStat<int>& value);
void setFPS(float fps);
MyGUI::ProgressPtr health, magicka, stamina;
MyGUI::StaticImagePtr weapImage, spellImage;
MyGUI::ProgressPtr weapStatus, spellStatus;
MyGUI::WidgetPtr effectBox;
MyGUI::StaticImagePtr effect1;
MyGUI::StaticImagePtr minimap;
MyGUI::StaticImagePtr compass;
MyGUI::StaticImagePtr crosshair;
MyGUI::WidgetPtr fpsbox;

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