Merge branch 'master' of https://github.com/zinnschlag/openmw into inputsystem
commit
39f87bee0e
@ -0,0 +1,210 @@
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#ifndef GAME_MWBASE_WINDOWMANAGER_H
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#define GAME_MWBASE_WINDOWMANAGER_H
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#include <string>
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#include <vector>
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#include <map>
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#include <components/settings/settings.hpp>
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#include "../mwmechanics/stat.hpp"
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#include "../mwgui/mode.hpp"
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namespace MyGUI
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{
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class Gui;
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class Widget;
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class UString;
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}
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namespace OEngine
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{
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namespace GUI
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{
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class Layout;
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}
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}
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namespace ESM
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{
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struct Class;
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}
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namespace MWWorld
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{
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class CellStore;
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class Ptr;
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}
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namespace MWGui
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{
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class Console;
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class SpellWindow;
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class TradeWindow;
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class ConfirmationDialog;
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class CountDialog;
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class ScrollWindow;
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class BookWindow;
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class InventoryWindow;
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class ContainerWindow;
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class DialogueWindow;
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}
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namespace MWBase
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{
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/// \brief Interface for widnow manager (implemented in MWGui)
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class WindowManager
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{
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WindowManager (const WindowManager&);
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///< not implemented
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WindowManager& operator= (const WindowManager&);
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///< not implemented
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public:
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typedef std::vector<int> SkillList;
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WindowManager() {}
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virtual ~WindowManager() {}
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/**
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* Should be called each frame to update windows/gui elements.
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* This could mean updating sizes of gui elements or opening
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* new dialogs.
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*/
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virtual void update() = 0;
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virtual void pushGuiMode (MWGui::GuiMode mode) = 0;
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virtual void popGuiMode() = 0;
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virtual void removeGuiMode (MWGui::GuiMode mode) = 0;
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///< can be anywhere in the stack
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virtual MWGui::GuiMode getMode() const = 0;
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virtual bool isGuiMode() const = 0;
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virtual void toggleVisible (MWGui::GuiWindow wnd) = 0;
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/// Disallow all inventory mode windows
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virtual void disallowAll() = 0;
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/// Allow one or more windows
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virtual void allow (MWGui::GuiWindow wnd) = 0;
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virtual bool isAllowed (MWGui::GuiWindow wnd) const = 0;
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/// \todo investigate, if we really need to expose every single lousy UI element to the outside world
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virtual MWGui::DialogueWindow* getDialogueWindow() = 0;
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virtual MWGui::ContainerWindow* getContainerWindow() = 0;
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virtual MWGui::InventoryWindow* getInventoryWindow() = 0;
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virtual MWGui::BookWindow* getBookWindow() = 0;
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virtual MWGui::ScrollWindow* getScrollWindow() = 0;
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virtual MWGui::CountDialog* getCountDialog() = 0;
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virtual MWGui::ConfirmationDialog* getConfirmationDialog() = 0;
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virtual MWGui::TradeWindow* getTradeWindow() = 0;
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virtual MWGui::SpellWindow* getSpellWindow() = 0;
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virtual MWGui::Console* getConsole() = 0;
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virtual MyGUI::Gui* getGui() const = 0;
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virtual void wmUpdateFps(float fps, unsigned int triangleCount, unsigned int batchCount) = 0;
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/// Set value for the given ID.
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virtual void setValue (const std::string& id, const MWMechanics::Stat<int>& value) = 0;
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virtual void setValue (int parSkill, const MWMechanics::Stat<float>& value) = 0;
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virtual void setValue (const std::string& id, const MWMechanics::DynamicStat<int>& value) = 0;
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virtual void setValue (const std::string& id, const std::string& value) = 0;
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virtual void setValue (const std::string& id, int value) = 0;
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virtual void setPlayerClass (const ESM::Class &class_) = 0;
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///< set current class of player
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virtual void configureSkills (const SkillList& major, const SkillList& minor) = 0;
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///< configure skill groups, each set contains the skill ID for that group.
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virtual void setReputation (int reputation) = 0;
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///< set the current reputation value
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virtual void setBounty (int bounty) = 0;
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///< set the current bounty value
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virtual void updateSkillArea() = 0;
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///< update display of skills, factions, birth sign, reputation and bounty
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virtual void changeCell(MWWorld::CellStore* cell) = 0;
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///< change the active cell
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virtual void setPlayerPos(const float x, const float y) = 0;
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///< set player position in map space
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virtual void setPlayerDir(const float x, const float y) = 0;
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///< set player view direction in map space
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virtual void setFocusObject(const MWWorld::Ptr& focus) = 0;
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virtual void setFocusObjectScreenCoords(float min_x, float min_y, float max_x, float max_y) = 0;
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virtual void setMouseVisible(bool visible) = 0;
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virtual void getMousePosition(int &x, int &y) = 0;
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virtual void getMousePosition(float &x, float &y) = 0;
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virtual void setDragDrop(bool dragDrop) = 0;
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virtual bool getWorldMouseOver() = 0;
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virtual void toggleFogOfWar() = 0;
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virtual void toggleFullHelp() = 0;
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///< show extra info in item tooltips (owner, script)
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virtual bool getFullHelp() const = 0;
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virtual void setInteriorMapTexture(const int x, const int y) = 0;
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///< set the index of the map texture that should be used (for interiors)
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/// sets the visibility of the hud health/magicka/stamina bars
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virtual void setHMSVisibility(bool visible) = 0;
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/// sets the visibility of the hud minimap
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virtual void setMinimapVisibility(bool visible) = 0;
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virtual void setWeaponVisibility(bool visible) = 0;
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virtual void setSpellVisibility(bool visible) = 0;
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virtual void setSelectedSpell(const std::string& spellId, int successChancePercent) = 0;
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virtual void setSelectedEnchantItem(const MWWorld::Ptr& item, int chargePercent) = 0;
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virtual void setSelectedWeapon(const MWWorld::Ptr& item, int durabilityPercent) = 0;
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virtual void unsetSelectedSpell() = 0;
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virtual void unsetSelectedWeapon() = 0;
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virtual void removeDialog(OEngine::GUI::Layout* dialog) = 0;
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///< Hides dialog and schedules dialog to be deleted.
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virtual void messageBox (const std::string& message, const std::vector<std::string>& buttons) = 0;
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virtual int readPressedButton() = 0;
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///< returns the index of the pressed button or -1 if no button was pressed (->MessageBoxmanager->InteractiveMessageBox)
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virtual void onFrame (float frameDuration) = 0;
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/// \todo get rid of this stuff. Move it to the respective UI element classes, if needed.
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virtual std::map<int, MWMechanics::Stat<float> > getPlayerSkillValues() = 0;
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virtual std::map<int, MWMechanics::Stat<int> > getPlayerAttributeValues() = 0;
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virtual SkillList getPlayerMinorSkills() = 0;
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virtual SkillList getPlayerMajorSkills() = 0;
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/**
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* Fetches a GMST string from the store, if there is no setting with the given
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* ID or it is not a string the default string is returned.
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*
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* @param id Identifier for the GMST setting, e.g. "aName"
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* @param default Default value if the GMST setting cannot be used.
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*/
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virtual const std::string &getGameSettingString(const std::string &id, const std::string &default_) = 0;
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virtual void processChangedSettings(const Settings::CategorySettingVector& changed) = 0;
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virtual void executeInConsole (const std::string& path) = 0;
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};
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}
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#endif
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@ -1,317 +0,0 @@
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#ifndef MWGUI_WINDOWMANAGER_H
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#define MWGUI_WINDOWMANAGER_H
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/**
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This class owns and controls all the MW specific windows in the
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GUI. It can enable/disable Gui mode, and is responsible for sending
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and retrieving information from the Gui.
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MyGUI should be initialized separately before creating instances of
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this class.
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**/
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#include "MyGUI_UString.h"
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#include <components/esm_store/store.hpp>
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#include <components/settings/settings.hpp>
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#include <openengine/ogre/renderer.hpp>
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#include <openengine/gui/manager.hpp>
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#include "../mwmechanics/stat.hpp"
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#include "mode.hpp"
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namespace MyGUI
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{
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class Gui;
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class Widget;
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}
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namespace Compiler
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{
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class Extensions;
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}
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namespace MWWorld
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{
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class Ptr;
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class CellStore;
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}
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namespace MWMechanics
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{
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class MechanicsManager;
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}
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namespace OEngine
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{
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namespace GUI
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{
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class Layout;
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}
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}
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namespace MWGui
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{
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class WindowBase;
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class HUD;
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class MapWindow;
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class MainMenu;
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class StatsWindow;
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class InventoryWindow;
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class Console;
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class JournalWindow;
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class CharacterCreation;
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class ContainerWindow;
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class DragAndDrop;
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class InventoryWindow;
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class ToolTips;
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class ScrollWindow;
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class BookWindow;
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class TextInputDialog;
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class InfoBoxDialog;
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class DialogueWindow;
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class MessageBoxManager;
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class CountDialog;
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class TradeWindow;
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class SettingsWindow;
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class ConfirmationDialog;
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class AlchemyWindow;
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class SpellWindow;
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struct ClassPoint
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{
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const char *id;
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// Specialization points to match, in order: Stealth, Combat, Magic
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// Note: Order is taken from http://www.uesp.net/wiki/Morrowind:Class_Quiz
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unsigned int points[3];
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};
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class WindowManager
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{
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public:
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typedef std::pair<std::string, int> Faction;
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typedef std::vector<Faction> FactionList;
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typedef std::vector<int> SkillList;
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WindowManager(const Compiler::Extensions& extensions, int fpsLevel, bool newGame, OEngine::Render::OgreRenderer *mOgre, const std::string& logpath, bool consoleOnlyScripts);
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virtual ~WindowManager();
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/**
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* Should be called each frame to update windows/gui elements.
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* This could mean updating sizes of gui elements or opening
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* new dialogs.
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*/
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void update();
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void pushGuiMode(GuiMode mode);
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void popGuiMode();
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void removeGuiMode(GuiMode mode); ///< can be anywhere in the stack
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GuiMode getMode() const
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{
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if (mGuiModes.empty())
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throw std::runtime_error ("getMode() called, but there is no active mode");
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return mGuiModes.back();
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}
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bool isGuiMode() const { return !mGuiModes.empty(); }
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void toggleVisible(GuiWindow wnd)
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{
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mShown = (mShown & wnd) ? (GuiWindow) (mShown & ~wnd) : (GuiWindow) (mShown | wnd);
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updateVisible();
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}
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// Disallow all inventory mode windows
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void disallowAll()
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{
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mAllowed = GW_None;
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updateVisible();
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}
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// Allow one or more windows
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void allow(GuiWindow wnd)
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{
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mAllowed = (GuiWindow)(mAllowed | wnd);
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updateVisible();
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}
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bool isAllowed(GuiWindow wnd) const
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{
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return mAllowed & wnd;
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}
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MWGui::DialogueWindow* getDialogueWindow() {return mDialogueWindow;}
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MWGui::ContainerWindow* getContainerWindow() {return mContainerWindow;}
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MWGui::InventoryWindow* getInventoryWindow() {return mInventoryWindow;}
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MWGui::BookWindow* getBookWindow() {return mBookWindow;}
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MWGui::ScrollWindow* getScrollWindow() {return mScrollWindow;}
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MWGui::CountDialog* getCountDialog() {return mCountDialog;}
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MWGui::ConfirmationDialog* getConfirmationDialog() {return mConfirmationDialog;}
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MWGui::TradeWindow* getTradeWindow() {return mTradeWindow;}
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MWGui::SpellWindow* getSpellWindow() {return mSpellWindow;}
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MWGui::Console* getConsole() {return mConsole;}
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MyGUI::Gui* getGui() const { return mGui; }
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void wmUpdateFps(float fps, unsigned int triangleCount, unsigned int batchCount)
|
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{
|
||||
mFPS = fps;
|
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mTriangleCount = triangleCount;
|
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mBatchCount = batchCount;
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}
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// MWMechanics::DynamicStat<int> getValue(const std::string& id);
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///< Set value for the given ID.
|
||||
void setValue (const std::string& id, const MWMechanics::Stat<int>& value);
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void setValue(const ESM::Skill::SkillEnum parSkill, const MWMechanics::Stat<float>& value);
|
||||
void setValue (const std::string& id, const MWMechanics::DynamicStat<int>& value);
|
||||
void setValue (const std::string& id, const std::string& value);
|
||||
void setValue (const std::string& id, int value);
|
||||
|
||||
void setPlayerClass (const ESM::Class &class_); ///< set current class of player
|
||||
void configureSkills (const SkillList& major, const SkillList& minor); ///< configure skill groups, each set contains the skill ID for that group.
|
||||
void setReputation (int reputation); ///< set the current reputation value
|
||||
void setBounty (int bounty); ///< set the current bounty value
|
||||
void updateSkillArea(); ///< update display of skills, factions, birth sign, reputation and bounty
|
||||
|
||||
void changeCell(MWWorld::CellStore* cell); ///< change the active cell
|
||||
void setPlayerPos(const float x, const float y); ///< set player position in map space
|
||||
void setPlayerDir(const float x, const float y); ///< set player view direction in map space
|
||||
|
||||
void setFocusObject(const MWWorld::Ptr& focus);
|
||||
void setFocusObjectScreenCoords(float min_x, float min_y, float max_x, float max_y);
|
||||
|
||||
void setMouseVisible(bool visible);
|
||||
void getMousePosition(int &x, int &y);
|
||||
void getMousePosition(float &x, float &y);
|
||||
void setDragDrop(bool dragDrop);
|
||||
bool getWorldMouseOver();
|
||||
|
||||
void toggleFogOfWar();
|
||||
void toggleFullHelp(); ///< show extra info in item tooltips (owner, script)
|
||||
bool getFullHelp() const;
|
||||
|
||||
void setInteriorMapTexture(const int x, const int y);
|
||||
///< set the index of the map texture that should be used (for interiors)
|
||||
|
||||
// sets the visibility of the hud health/magicka/stamina bars
|
||||
void setHMSVisibility(bool visible);
|
||||
// sets the visibility of the hud minimap
|
||||
void setMinimapVisibility(bool visible);
|
||||
void setWeaponVisibility(bool visible);
|
||||
void setSpellVisibility(bool visible);
|
||||
|
||||
void setSelectedSpell(const std::string& spellId, int successChancePercent);
|
||||
void setSelectedEnchantItem(const MWWorld::Ptr& item, int chargePercent);
|
||||
void setSelectedWeapon(const MWWorld::Ptr& item, int durabilityPercent);
|
||||
void unsetSelectedSpell();
|
||||
void unsetSelectedWeapon();
|
||||
|
||||
template<typename T>
|
||||
void removeDialog(T*& dialog); ///< Casts to OEngine::GUI::Layout and calls removeDialog, then resets pointer to nullptr.
|
||||
void removeDialog(OEngine::GUI::Layout* dialog); ///< Hides dialog and schedules dialog to be deleted.
|
||||
|
||||
void messageBox (const std::string& message, const std::vector<std::string>& buttons);
|
||||
int readPressedButton (); ///< returns the index of the pressed button or -1 if no button was pressed (->MessageBoxmanager->InteractiveMessageBox)
|
||||
|
||||
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; }
|
||||
|
||||
/**
|
||||
* Fetches a GMST string from the store, if there is no setting with the given
|
||||
* ID or it is not a string the default string is returned.
|
||||
*
|
||||
* @param id Identifier for the GMST setting, e.g. "aName"
|
||||
* @param default Default value if the GMST setting cannot be used.
|
||||
*/
|
||||
const std::string &getGameSettingString(const std::string &id, const std::string &default_);
|
||||
|
||||
const ESMS::ESMStore& getStore() const;
|
||||
|
||||
void processChangedSettings(const Settings::CategorySettingVector& changed);
|
||||
|
||||
void executeInConsole (const std::string& path);
|
||||
|
||||
private:
|
||||
OEngine::GUI::MyGUIManager *mGuiManager;
|
||||
HUD *mHud;
|
||||
MapWindow *mMap;
|
||||
MainMenu *mMenu;
|
||||
ToolTips *mToolTips;
|
||||
StatsWindow *mStatsWindow;
|
||||
MessageBoxManager *mMessageBoxManager;
|
||||
Console *mConsole;
|
||||
JournalWindow* mJournal;
|
||||
DialogueWindow *mDialogueWindow;
|
||||
ContainerWindow *mContainerWindow;
|
||||
DragAndDrop* mDragAndDrop;
|
||||
InventoryWindow *mInventoryWindow;
|
||||
ScrollWindow* mScrollWindow;
|
||||
BookWindow* mBookWindow;
|
||||
CountDialog* mCountDialog;
|
||||
TradeWindow* mTradeWindow;
|
||||
SettingsWindow* mSettingsWindow;
|
||||
ConfirmationDialog* mConfirmationDialog;
|
||||
AlchemyWindow* mAlchemyWindow;
|
||||
SpellWindow* mSpellWindow;
|
||||
|
||||
CharacterCreation* mCharGen;
|
||||
|
||||
// Various stats about player as needed by window manager
|
||||
ESM::Class mPlayerClass;
|
||||
std::string mPlayerName;
|
||||
std::string mPlayerRaceId;
|
||||
std::map<ESM::Attribute::AttributeID, MWMechanics::Stat<int> > mPlayerAttributes;
|
||||
SkillList mPlayerMajorSkills, mPlayerMinorSkills;
|
||||
std::map<ESM::Skill::SkillEnum, MWMechanics::Stat<float> > mPlayerSkillValues;
|
||||
MWMechanics::DynamicStat<int> mPlayerHealth, mPlayerMagicka, mPlayerFatigue;
|
||||
|
||||
|
||||
MyGUI::Gui *mGui; // Gui
|
||||
std::vector<GuiMode> mGuiModes;
|
||||
|
||||
std::vector<OEngine::GUI::Layout*> mGarbageDialogs;
|
||||
void cleanupGarbage();
|
||||
|
||||
GuiWindow mShown; // Currently shown windows in inventory mode
|
||||
|
||||
/* Currently ALLOWED windows in inventory mode. This is used at
|
||||
the start of the game, when windows are enabled one by one
|
||||
through script commands. You can manipulate this through using
|
||||
allow() and disableAll().
|
||||
*/
|
||||
GuiWindow mAllowed;
|
||||
|
||||
void updateVisible(); // Update visibility of all windows based on mode, shown and allowed settings
|
||||
|
||||
int mShowFPSLevel;
|
||||
float mFPS;
|
||||
unsigned int mTriangleCount;
|
||||
unsigned int mBatchCount;
|
||||
|
||||
void onDialogueWindowBye();
|
||||
|
||||
/**
|
||||
* Called when MyGUI tries to retrieve a tag. This usually corresponds to a GMST string,
|
||||
* so this method will retrieve the GMST with the name \a _tag and place the result in \a _result
|
||||
*/
|
||||
void onRetrieveTag(const MyGUI::UString& _tag, MyGUI::UString& _result);
|
||||
};
|
||||
|
||||
template<typename T>
|
||||
void WindowManager::removeDialog(T*& dialog)
|
||||
{
|
||||
OEngine::GUI::Layout *d = static_cast<OEngine::GUI::Layout*>(dialog);
|
||||
removeDialog(d);
|
||||
dialog = 0;
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
@ -0,0 +1,254 @@
|
||||
#ifndef MWGUI_WINDOWMANAGERIMP_H
|
||||
#define MWGUI_WINDOWMANAGERIMP_H
|
||||
|
||||
/**
|
||||
This class owns and controls all the MW specific windows in the
|
||||
GUI. It can enable/disable Gui mode, and is responsible for sending
|
||||
and retrieving information from the Gui.
|
||||
|
||||
MyGUI should be initialized separately before creating instances of
|
||||
this class.
|
||||
**/
|
||||
|
||||
#include <vector>
|
||||
#include <string>
|
||||
|
||||
#include <components/esm/loadclas.hpp>
|
||||
|
||||
#include "../mwbase/windowmanager.hpp"
|
||||
|
||||
namespace MyGUI
|
||||
{
|
||||
class Gui;
|
||||
class Widget;
|
||||
class UString;
|
||||
}
|
||||
|
||||
namespace Compiler
|
||||
{
|
||||
class Extensions;
|
||||
}
|
||||
|
||||
namespace OEngine
|
||||
{
|
||||
namespace GUI
|
||||
{
|
||||
class Layout;
|
||||
class MyGUIManager;
|
||||
}
|
||||
|
||||
namespace Render
|
||||
{
|
||||
class OgreRenderer;
|
||||
}
|
||||
}
|
||||
|
||||
namespace MWGui
|
||||
{
|
||||
class WindowBase;
|
||||
class HUD;
|
||||
class MapWindow;
|
||||
class MainMenu;
|
||||
class StatsWindow;
|
||||
class InventoryWindow;
|
||||
class JournalWindow;
|
||||
class CharacterCreation;
|
||||
class DragAndDrop;
|
||||
class ToolTips;
|
||||
class TextInputDialog;
|
||||
class InfoBoxDialog;
|
||||
class MessageBoxManager;
|
||||
class SettingsWindow;
|
||||
class AlchemyWindow;
|
||||
|
||||
class WindowManager : public MWBase::WindowManager
|
||||
{
|
||||
public:
|
||||
typedef std::pair<std::string, int> Faction;
|
||||
typedef std::vector<Faction> FactionList;
|
||||
|
||||
WindowManager(const Compiler::Extensions& extensions, int fpsLevel, bool newGame, OEngine::Render::OgreRenderer *mOgre, const std::string& logpath, bool consoleOnlyScripts);
|
||||
virtual ~WindowManager();
|
||||
|
||||
/**
|
||||
* Should be called each frame to update windows/gui elements.
|
||||
* This could mean updating sizes of gui elements or opening
|
||||
* new dialogs.
|
||||
*/
|
||||
virtual void update();
|
||||
|
||||
virtual void pushGuiMode(GuiMode mode);
|
||||
virtual void popGuiMode();
|
||||
virtual void removeGuiMode(GuiMode mode); ///< can be anywhere in the stack
|
||||
|
||||
virtual GuiMode getMode() const;
|
||||
|
||||
virtual bool isGuiMode() const;
|
||||
|
||||
virtual void toggleVisible(GuiWindow wnd);
|
||||
|
||||
// Disallow all inventory mode windows
|
||||
virtual void disallowAll();
|
||||
|
||||
// Allow one or more windows
|
||||
virtual void allow(GuiWindow wnd);
|
||||
|
||||
virtual bool isAllowed(GuiWindow wnd) const;
|
||||
|
||||
/// \todo investigate, if we really need to expose every single lousy UI element to the outside world
|
||||
virtual MWGui::DialogueWindow* getDialogueWindow();
|
||||
virtual MWGui::ContainerWindow* getContainerWindow();
|
||||
virtual MWGui::InventoryWindow* getInventoryWindow();
|
||||
virtual MWGui::BookWindow* getBookWindow();
|
||||
virtual MWGui::ScrollWindow* getScrollWindow();
|
||||
virtual MWGui::CountDialog* getCountDialog();
|
||||
virtual MWGui::ConfirmationDialog* getConfirmationDialog();
|
||||
virtual MWGui::TradeWindow* getTradeWindow();
|
||||
virtual MWGui::SpellWindow* getSpellWindow();
|
||||
virtual MWGui::Console* getConsole();
|
||||
|
||||
virtual MyGUI::Gui* getGui() const;
|
||||
|
||||
virtual void wmUpdateFps(float fps, unsigned int triangleCount, unsigned int batchCount);
|
||||
|
||||
///< Set value for the given ID.
|
||||
virtual void setValue (const std::string& id, const MWMechanics::Stat<int>& value);
|
||||
virtual void setValue (int parSkill, const MWMechanics::Stat<float>& value);
|
||||
virtual void setValue (const std::string& id, const MWMechanics::DynamicStat<int>& value);
|
||||
virtual void setValue (const std::string& id, const std::string& value);
|
||||
virtual void setValue (const std::string& id, int value);
|
||||
|
||||
virtual void setPlayerClass (const ESM::Class &class_); ///< set current class of player
|
||||
virtual void configureSkills (const SkillList& major, const SkillList& minor); ///< configure skill groups, each set contains the skill ID for that group.
|
||||
virtual void setReputation (int reputation); ///< set the current reputation value
|
||||
virtual void setBounty (int bounty); ///< set the current bounty value
|
||||
virtual void updateSkillArea(); ///< update display of skills, factions, birth sign, reputation and bounty
|
||||
|
||||
virtual void changeCell(MWWorld::CellStore* cell); ///< change the active cell
|
||||
virtual void setPlayerPos(const float x, const float y); ///< set player position in map space
|
||||
virtual void setPlayerDir(const float x, const float y); ///< set player view direction in map space
|
||||
|
||||
virtual void setFocusObject(const MWWorld::Ptr& focus);
|
||||
virtual void setFocusObjectScreenCoords(float min_x, float min_y, float max_x, float max_y);
|
||||
|
||||
virtual void setMouseVisible(bool visible);
|
||||
virtual void getMousePosition(int &x, int &y);
|
||||
virtual void getMousePosition(float &x, float &y);
|
||||
virtual void setDragDrop(bool dragDrop);
|
||||
virtual bool getWorldMouseOver();
|
||||
|
||||
virtual void toggleFogOfWar();
|
||||
virtual void toggleFullHelp(); ///< show extra info in item tooltips (owner, script)
|
||||
virtual bool getFullHelp() const;
|
||||
|
||||
virtual void setInteriorMapTexture(const int x, const int y);
|
||||
///< set the index of the map texture that should be used (for interiors)
|
||||
|
||||
// sets the visibility of the hud health/magicka/stamina bars
|
||||
virtual void setHMSVisibility(bool visible);
|
||||
// sets the visibility of the hud minimap
|
||||
virtual void setMinimapVisibility(bool visible);
|
||||
virtual void setWeaponVisibility(bool visible);
|
||||
virtual void setSpellVisibility(bool visible);
|
||||
|
||||
virtual void setSelectedSpell(const std::string& spellId, int successChancePercent);
|
||||
virtual void setSelectedEnchantItem(const MWWorld::Ptr& item, int chargePercent);
|
||||
virtual void setSelectedWeapon(const MWWorld::Ptr& item, int durabilityPercent);
|
||||
virtual void unsetSelectedSpell();
|
||||
virtual void unsetSelectedWeapon();
|
||||
|
||||
virtual void removeDialog(OEngine::GUI::Layout* dialog); ///< Hides dialog and schedules dialog to be deleted.
|
||||
|
||||
virtual void messageBox (const std::string& message, const std::vector<std::string>& buttons);
|
||||
virtual int readPressedButton (); ///< returns the index of the pressed button or -1 if no button was pressed (->MessageBoxmanager->InteractiveMessageBox)
|
||||
|
||||
virtual void onFrame (float frameDuration);
|
||||
|
||||
/// \todo get rid of this stuff. Move it to the respective UI element classes, if needed.
|
||||
virtual std::map<int, MWMechanics::Stat<float> > getPlayerSkillValues();
|
||||
virtual std::map<int, MWMechanics::Stat<int> > getPlayerAttributeValues();
|
||||
virtual SkillList getPlayerMinorSkills();
|
||||
virtual SkillList getPlayerMajorSkills();
|
||||
|
||||
/**
|
||||
* Fetches a GMST string from the store, if there is no setting with the given
|
||||
* ID or it is not a string the default string is returned.
|
||||
*
|
||||
* @param id Identifier for the GMST setting, e.g. "aName"
|
||||
* @param default Default value if the GMST setting cannot be used.
|
||||
*/
|
||||
virtual const std::string &getGameSettingString(const std::string &id, const std::string &default_);
|
||||
|
||||
virtual void processChangedSettings(const Settings::CategorySettingVector& changed);
|
||||
|
||||
virtual void executeInConsole (const std::string& path);
|
||||
|
||||
private:
|
||||
OEngine::GUI::MyGUIManager *mGuiManager;
|
||||
HUD *mHud;
|
||||
MapWindow *mMap;
|
||||
MainMenu *mMenu;
|
||||
ToolTips *mToolTips;
|
||||
StatsWindow *mStatsWindow;
|
||||
MessageBoxManager *mMessageBoxManager;
|
||||
Console *mConsole;
|
||||
JournalWindow* mJournal;
|
||||
DialogueWindow *mDialogueWindow;
|
||||
ContainerWindow *mContainerWindow;
|
||||
DragAndDrop* mDragAndDrop;
|
||||
InventoryWindow *mInventoryWindow;
|
||||
ScrollWindow* mScrollWindow;
|
||||
BookWindow* mBookWindow;
|
||||
CountDialog* mCountDialog;
|
||||
TradeWindow* mTradeWindow;
|
||||
SettingsWindow* mSettingsWindow;
|
||||
ConfirmationDialog* mConfirmationDialog;
|
||||
AlchemyWindow* mAlchemyWindow;
|
||||
SpellWindow* mSpellWindow;
|
||||
|
||||
CharacterCreation* mCharGen;
|
||||
|
||||
/// \todo get rid of this stuff. Move it to the respective UI element classes, if needed.
|
||||
// Various stats about player as needed by window manager
|
||||
ESM::Class mPlayerClass;
|
||||
std::string mPlayerName;
|
||||
std::string mPlayerRaceId;
|
||||
std::map<int, MWMechanics::Stat<int> > mPlayerAttributes;
|
||||
SkillList mPlayerMajorSkills, mPlayerMinorSkills;
|
||||
std::map<int, MWMechanics::Stat<float> > mPlayerSkillValues;
|
||||
MWMechanics::DynamicStat<int> mPlayerHealth, mPlayerMagicka, mPlayerFatigue;
|
||||
|
||||
|
||||
MyGUI::Gui *mGui; // Gui
|
||||
std::vector<GuiMode> mGuiModes;
|
||||
|
||||
std::vector<OEngine::GUI::Layout*> mGarbageDialogs;
|
||||
void cleanupGarbage();
|
||||
|
||||
GuiWindow mShown; // Currently shown windows in inventory mode
|
||||
|
||||
/* Currently ALLOWED windows in inventory mode. This is used at
|
||||
the start of the game, when windows are enabled one by one
|
||||
through script commands. You can manipulate this through using
|
||||
allow() and disableAll().
|
||||
*/
|
||||
GuiWindow mAllowed;
|
||||
|
||||
void updateVisible(); // Update visibility of all windows based on mode, shown and allowed settings
|
||||
|
||||
int mShowFPSLevel;
|
||||
float mFPS;
|
||||
unsigned int mTriangleCount;
|
||||
unsigned int mBatchCount;
|
||||
|
||||
void onDialogueWindowBye();
|
||||
|
||||
/**
|
||||
* Called when MyGUI tries to retrieve a tag. This usually corresponds to a GMST string,
|
||||
* so this method will retrieve the GMST with the name \a _tag and place the result in \a _result
|
||||
*/
|
||||
void onRetrieveTag(const MyGUI::UString& _tag, MyGUI::UString& _result);
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
Loading…
Reference in New Issue