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https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-20 07:53:51 +00:00
Move HUD implementation out of the header file
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parent
2a53afc2bf
commit
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2 changed files with 121 additions and 112 deletions
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@ -10,3 +10,115 @@
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using namespace MWGui;
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HUD::HUD(int width, int height, bool fpsSwitch)
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: Layout("openmw_hud_layout.xml")
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{
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setCoord(0,0, width, height);
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// Energy bars
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getWidget(health, "Health");
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getWidget(magicka, "Magicka");
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getWidget(stamina, "Stamina");
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// Item and spell images and status bars
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getWidget(weapImage, "WeapImage");
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getWidget(weapStatus, "WeapStatus");
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getWidget(spellImage, "SpellImage");
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getWidget(spellStatus, "SpellStatus");
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getWidget(effectBox, "EffectBox");
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getWidget(effect1, "Effect1");
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getWidget(minimap, "MiniMap");
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getWidget(compass, "Compass");
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getWidget(crosshair, "Crosshair");
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getWidget(fpsbox, "FPSBox");
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getWidget(fpscounter, "FPSCounter");
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fpsbox->setVisible(fpsSwitch);
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compass->setImageTexture("textures\\compass.dds");
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crosshair->setImageTexture("textures\\target.dds");
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// These are just demo values, you should replace these with
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// real calls from outside the class later.
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setWeapIcon("icons\\w\\tx_knife_iron.dds");
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setWeapStatus(90, 100);
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setSpellIcon("icons\\s\\b_tx_s_rstor_health.dds");
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setSpellStatus(65, 100);
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setEffect("icons\\s\\tx_s_chameleon.dds");
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}
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void HUD::setFPS(float fps)
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{
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fpscounter->setCaption(boost::lexical_cast<std::string>((int)fps));
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}
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void HUD::setStats(int h, int hmax, int m, int mmax, int s, int smax)
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{
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health->setProgressRange(hmax);
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health->setProgressPosition(h);
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magicka->setProgressRange(mmax);
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magicka->setProgressPosition(m);
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stamina->setProgressRange(smax);
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stamina->setProgressPosition(s);
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}
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void HUD::setWeapIcon(const char *str)
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{
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weapImage->setImageTexture(str);
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}
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void HUD::setSpellIcon(const char *str)
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{
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spellImage->setImageTexture(str);
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}
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void HUD::setWeapStatus(int s, int smax)
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{
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weapStatus->setProgressRange(smax);
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weapStatus->setProgressPosition(s);
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}
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void HUD::setSpellStatus(int s, int smax)
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{
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spellStatus->setProgressRange(smax);
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spellStatus->setProgressPosition(s);
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}
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void HUD::setEffect(const char *img)
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{
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effect1->setImageTexture(img);
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}
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void HUD::setValue(const std::string& id, const MWMechanics::DynamicStat<int>& value)
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{
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static const char *ids[] =
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{
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"HBar", "MBar", "FBar", 0
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};
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for (int i=0; ids[i]; ++i)
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if (ids[i]==id)
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{
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switch (i)
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{
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case 0:
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health->setProgressRange (value.getModified());
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health->setProgressPosition (value.getCurrent());
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break;
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case 1:
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magicka->setProgressRange (value.getModified());
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magicka->setProgressPosition (value.getCurrent());
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break;
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case 2:
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stamina->setProgressRange (value.getModified());
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stamina->setProgressPosition (value.getCurrent());
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break;
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}
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}
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}
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@ -36,126 +36,23 @@ namespace MWGui
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class HUD : public OEngine::GUI::Layout
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{
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public:
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HUD(int width, int height, bool fpsSwitch)
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: Layout("openmw_hud_layout.xml")
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{
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setCoord(0,0, width, height);
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// Energy bars
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getWidget(health, "Health");
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getWidget(magicka, "Magicka");
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getWidget(stamina, "Stamina");
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// Item and spell images and status bars
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getWidget(weapImage, "WeapImage");
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getWidget(weapStatus, "WeapStatus");
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getWidget(spellImage, "SpellImage");
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getWidget(spellStatus, "SpellStatus");
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getWidget(effectBox, "EffectBox");
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getWidget(effect1, "Effect1");
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getWidget(minimap, "MiniMap");
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getWidget(compass, "Compass");
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getWidget(crosshair, "Crosshair");
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getWidget(fpsbox, "FPSBox");
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getWidget(fpscounter, "FPSCounter");
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fpsbox->setVisible(fpsSwitch);
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compass->setImageTexture("textures\\compass.dds");
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crosshair->setImageTexture("textures\\target.dds");
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// These are just demo values, you should replace these with
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// real calls from outside the class later.
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setWeapIcon("icons\\w\\tx_knife_iron.dds");
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setWeapStatus(90, 100);
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setSpellIcon("icons\\s\\b_tx_s_rstor_health.dds");
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setSpellStatus(65, 100);
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setEffect("icons\\s\\tx_s_chameleon.dds");
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}
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void setFPS(float fps)
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{
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fpscounter->setCaption(boost::lexical_cast<std::string>((int)fps));
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}
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void setStats(int h, int hmax, int m, int mmax, int s, int smax)
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{
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health->setProgressRange(hmax);
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health->setProgressPosition(h);
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magicka->setProgressRange(mmax);
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magicka->setProgressPosition(m);
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stamina->setProgressRange(smax);
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stamina->setProgressPosition(s);
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}
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void setWeapIcon(const char *str)
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{ weapImage->setImageTexture(str); }
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void setSpellIcon(const char *str)
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{ spellImage->setImageTexture(str); }
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void setWeapStatus(int s, int smax)
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{
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weapStatus->setProgressRange(smax);
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weapStatus->setProgressPosition(s);
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}
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void setSpellStatus(int s, int smax)
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{
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spellStatus->setProgressRange(smax);
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spellStatus->setProgressPosition(s);
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}
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void setEffect(const char *img)
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{ effect1->setImageTexture(img); }
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void setValue (const std::string& id, const MWMechanics::DynamicStat<int>& value)
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{
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static const char *ids[] =
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{
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"HBar", "MBar", "FBar",
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0
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};
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for (int i=0; ids[i]; ++i)
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if (ids[i]==id)
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{
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switch (i)
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{
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case 0:
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health->setProgressRange (value.getModified());
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health->setProgressPosition (value.getCurrent());
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break;
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case 1:
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magicka->setProgressRange (value.getModified());
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magicka->setProgressPosition (value.getCurrent());
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break;
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case 2:
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stamina->setProgressRange (value.getModified());
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stamina->setProgressPosition (value.getCurrent());
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break;
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}
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}
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}
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HUD(int width, int height, bool fpsSwitch);
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void setStats(int h, int hmax, int m, int mmax, int s, int smax);
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void setWeapIcon(const char *str);
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void setSpellIcon(const char *str);
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void setWeapStatus(int s, int smax);
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void setSpellStatus(int s, int smax);
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void setEffect(const char *img);
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void setValue (const std::string& id, const MWMechanics::DynamicStat<int>& value);
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void setFPS(float fps);
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MyGUI::ProgressPtr health, magicka, stamina;
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MyGUI::StaticImagePtr weapImage, spellImage;
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MyGUI::ProgressPtr weapStatus, spellStatus;
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MyGUI::WidgetPtr effectBox;
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MyGUI::StaticImagePtr effect1;
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MyGUI::StaticImagePtr minimap;
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MyGUI::StaticImagePtr compass;
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MyGUI::StaticImagePtr crosshair;
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MyGUI::WidgetPtr fpsbox;
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