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Issue #107: Fixing up the window manager interface
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parent
020fde70b8
commit
e0ba7cf952
3 changed files with 18 additions and 16 deletions
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@ -268,20 +268,20 @@ void CharacterCreation::spawnDialog(const char id)
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mReviewDialog->setFatigue(mPlayerFatigue);
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{
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std::map<ESM::Attribute::AttributeID, MWMechanics::Stat<int> > attributes = mWM->getPlayerAttributeValues();
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for (std::map<ESM::Attribute::AttributeID, MWMechanics::Stat<int> >::iterator it = attributes.begin();
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std::map<int, MWMechanics::Stat<int> > attributes = mWM->getPlayerAttributeValues();
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for (std::map<int, MWMechanics::Stat<int> >::iterator it = attributes.begin();
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it != attributes.end(); ++it)
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{
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mReviewDialog->setAttribute(it->first, it->second);
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mReviewDialog->setAttribute(static_cast<ESM::Attribute::AttributeID> (it->first), it->second);
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}
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}
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{
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std::map<ESM::Skill::SkillEnum, MWMechanics::Stat<float> > skills = mWM->getPlayerSkillValues();
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for (std::map<ESM::Skill::SkillEnum, MWMechanics::Stat<float> >::iterator it = skills.begin();
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std::map<int, MWMechanics::Stat<float> > skills = mWM->getPlayerSkillValues();
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for (std::map<int, MWMechanics::Stat<float> >::iterator it = skills.begin();
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it != skills.end(); ++it)
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{
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mReviewDialog->setSkillValue(it->first, it->second);
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mReviewDialog->setSkillValue(static_cast<ESM::Skill::SkillEnum> (it->first), it->second);
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}
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mReviewDialog->configureSkills(mWM->getPlayerMajorSkills(), mWM->getPlayerMinorSkills());
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}
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@ -338,10 +338,12 @@ void WindowManager::setValue (const std::string& id, const MWMechanics::Stat<int
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}
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void WindowManager::setValue(const ESM::Skill::SkillEnum parSkill, const MWMechanics::Stat<float>& value)
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void WindowManager::setValue (int parSkill, const MWMechanics::Stat<float>& value)
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{
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mStatsWindow->setValue(parSkill, value);
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mCharGen->setValue(parSkill, value);
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/// \todo Don't use the skill enum as a parameter type (we will have to drop it anyway, once we
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/// allow custom skills.
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mStatsWindow->setValue(static_cast<ESM::Skill::SkillEnum> (parSkill), value);
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mCharGen->setValue(static_cast<ESM::Skill::SkillEnum> (parSkill), value);
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mPlayerSkillValues[parSkill] = value;
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}
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@ -800,12 +802,12 @@ MWGui::GuiMode WindowManager::getMode() const
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return mGuiModes.back();
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}
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std::map<ESM::Skill::SkillEnum, MWMechanics::Stat<float> > WindowManager::getPlayerSkillValues()
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std::map<int, MWMechanics::Stat<float> > WindowManager::getPlayerSkillValues()
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{
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return mPlayerSkillValues;
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}
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std::map<ESM::Attribute::AttributeID, MWMechanics::Stat<int> > WindowManager::getPlayerAttributeValues()
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std::map<int, MWMechanics::Stat<int> > WindowManager::getPlayerAttributeValues()
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{
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return mPlayerAttributes;
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}
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@ -131,7 +131,7 @@ namespace MWGui
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///< Set value for the given ID.
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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);
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void setValue (int parSkill, const MWMechanics::Stat<float>& value);
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void setValue (const std::string& id, const MWMechanics::DynamicStat<int>& value);
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void setValue (const std::string& id, const std::string& value);
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void setValue (const std::string& id, int value);
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@ -184,8 +184,8 @@ namespace MWGui
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void onFrame (float frameDuration);
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std::map<ESM::Skill::SkillEnum, MWMechanics::Stat<float> > getPlayerSkillValues();
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std::map<ESM::Attribute::AttributeID, MWMechanics::Stat<int> > getPlayerAttributeValues();
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std::map<int, MWMechanics::Stat<float> > getPlayerSkillValues();
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std::map<int, MWMechanics::Stat<int> > getPlayerAttributeValues();
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SkillList getPlayerMinorSkills();
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SkillList getPlayerMajorSkills();
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@ -233,9 +233,9 @@ namespace MWGui
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ESM::Class mPlayerClass;
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std::string mPlayerName;
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std::string mPlayerRaceId;
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std::map<ESM::Attribute::AttributeID, MWMechanics::Stat<int> > mPlayerAttributes;
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std::map<int, MWMechanics::Stat<int> > mPlayerAttributes;
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SkillList mPlayerMajorSkills, mPlayerMinorSkills;
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std::map<ESM::Skill::SkillEnum, MWMechanics::Stat<float> > mPlayerSkillValues;
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std::map<int, MWMechanics::Stat<float> > mPlayerSkillValues;
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MWMechanics::DynamicStat<int> mPlayerHealth, mPlayerMagicka, mPlayerFatigue;
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