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https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-02-06 22:15:33 +00:00
removed setCrosshairOwned from windowmanager
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parent
c019f8e23d
commit
e68b388d16
5 changed files with 22 additions and 30 deletions
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@ -219,7 +219,6 @@ namespace MWBase
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virtual void unsetSelectedWeapon() = 0;
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virtual void unsetSelectedWeapon() = 0;
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virtual void showCrosshair(bool show) = 0;
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virtual void showCrosshair(bool show) = 0;
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virtual void setCrosshairOwned(bool owned) = 0;
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virtual bool getSubtitlesEnabled() = 0;
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virtual bool getSubtitlesEnabled() = 0;
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virtual bool toggleGui() = 0;
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virtual bool toggleGui() = 0;
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@ -300,8 +300,6 @@ namespace MWGui
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mDynamicToolTipBox->setVisible(true);
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mDynamicToolTipBox->setVisible(true);
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}
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}
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checkOwned();
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}
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}
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}
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}
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@ -351,12 +349,9 @@ namespace MWGui
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return tooltipSize;
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return tooltipSize;
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}
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}
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void ToolTips::checkOwned()
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bool ToolTips::checkOwned()
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{
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{
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if(Settings::Manager::getBool("show owned", "Game"))
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// true=owned, false=notOwned
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{
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MWBase::WindowManager *wm = MWBase::Environment::get().getWindowManager();
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if(!mFocusObject.isEmpty())
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if(!mFocusObject.isEmpty())
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{
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{
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MWWorld::CellRef& cellref = mFocusObject.getCellRef();
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MWWorld::CellRef& cellref = mFocusObject.getCellRef();
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@ -364,14 +359,13 @@ namespace MWGui
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MWWorld::Ptr victim;
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MWWorld::Ptr victim;
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MWBase::MechanicsManager* mm = MWBase::Environment::get().getMechanicsManager();
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MWBase::MechanicsManager* mm = MWBase::Environment::get().getMechanicsManager();
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bool allowed = mm->isAllowedToUse(ptr, cellref, victim); // 0 - owned, 1 - not owned
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bool allowed = mm->isAllowedToUse(ptr, cellref, victim);
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wm->setCrosshairOwned(!allowed);
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return !allowed;
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}
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}
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else
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else
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{
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{
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wm->setCrosshairOwned(false);
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return false;
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}
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}
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}
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}
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}
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@ -88,6 +88,9 @@ namespace MWGui
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static void createClassToolTip(MyGUI::Widget* widget, const ESM::Class& playerClass);
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static void createClassToolTip(MyGUI::Widget* widget, const ESM::Class& playerClass);
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static void createMagicEffectToolTip(MyGUI::Widget* widget, short id);
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static void createMagicEffectToolTip(MyGUI::Widget* widget, short id);
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bool checkOwned();
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/// Checks if object is owned and sets correct crosshair mode
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private:
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private:
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MyGUI::Widget* mDynamicToolTipBox;
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MyGUI::Widget* mDynamicToolTipBox;
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@ -96,9 +99,6 @@ namespace MWGui
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MyGUI::IntSize getToolTipViaPtr (bool image=true);
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MyGUI::IntSize getToolTipViaPtr (bool image=true);
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///< @return requested tooltip size
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///< @return requested tooltip size
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void checkOwned();
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/// Checks if object is owned and sets correct crosshair mode
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MyGUI::IntSize createToolTip(const ToolTipInfo& info);
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MyGUI::IntSize createToolTip(const ToolTipInfo& info);
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///< @return requested tooltip size
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///< @return requested tooltip size
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@ -1038,6 +1038,12 @@ namespace MWGui
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void WindowManager::setFocusObject(const MWWorld::Ptr& focus)
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void WindowManager::setFocusObject(const MWWorld::Ptr& focus)
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{
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{
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mToolTips->setFocusObject(focus);
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mToolTips->setFocusObject(focus);
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if(Settings::Manager::getBool("show owned", "Game") && mHud)
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{
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bool owned = mToolTips->checkOwned();
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mHud->setCrosshairOwned(owned);
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}
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}
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}
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void WindowManager::setFocusObjectScreenCoords(float min_x, float min_y, float max_x, float max_y)
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void WindowManager::setFocusObjectScreenCoords(float min_x, float min_y, float max_x, float max_y)
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@ -1424,12 +1430,6 @@ namespace MWGui
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mHud->setCrosshairVisible (show && mCrosshairEnabled);
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mHud->setCrosshairVisible (show && mCrosshairEnabled);
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}
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}
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void WindowManager::setCrosshairOwned (bool owned)
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{
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if (mHud)
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mHud->setCrosshairOwned (owned);
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}
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void WindowManager::activateQuickKey (int index)
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void WindowManager::activateQuickKey (int index)
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{
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{
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mQuickKeysMenu->activateQuickKey(index);
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mQuickKeysMenu->activateQuickKey(index);
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@ -233,7 +233,6 @@ namespace MWGui
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virtual void unsetSelectedWeapon();
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virtual void unsetSelectedWeapon();
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virtual void showCrosshair(bool show);
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virtual void showCrosshair(bool show);
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virtual void setCrosshairOwned(bool owned);
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virtual bool getSubtitlesEnabled();
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virtual bool getSubtitlesEnabled();
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/// Turn visibility of *all* GUI elements on or off (HUD and all windows, except the console)
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/// Turn visibility of *all* GUI elements on or off (HUD and all windows, except the console)
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