#ifndef MWGUI_WIDGETS_H #define MWGUI_WIDGETS_H #include "../mwmechanics/stat.hpp" #include #include #include #include #include namespace MyGUI { class ImageBox; class ControllerItem; } namespace MWBase { class WindowManager; } /* This file contains various custom widgets used in OpenMW. */ namespace MWGui { namespace Widgets { class MWEffectList; void fixTexturePath(std::string &path); struct SpellEffectParams { SpellEffectParams() : mNoTarget(false) , mIsConstant(false) , mKnown(true) , mEffectID(-1) , mSkill(-1) , mAttribute(-1) , mMagnMin(-1) , mMagnMax(-1) , mRange(-1) , mDuration(-1) , mArea(0) { } bool mNoTarget; // potion effects for example have no target (target is always the player) bool mIsConstant; // constant effect means that duration will not be displayed bool mKnown; // is this effect known to the player? (If not, will display as a question mark instead) // value of -1 here means the effect is unknown to the player short mEffectID; // value of -1 here means there is no skill/attribute signed char mSkill, mAttribute; // value of -1 here means the value is unavailable int mMagnMin, mMagnMax, mRange, mDuration; // value of 0 -> no area effect int mArea; bool operator==(const SpellEffectParams& other) const { if (mEffectID != other.mEffectID) return false; bool involvesAttribute = (mEffectID == 74 // restore attribute || mEffectID == 85 // absorb attribute || mEffectID == 17 // drain attribute || mEffectID == 79 // fortify attribute || mEffectID == 22); // damage attribute bool involvesSkill = (mEffectID == 78 // restore skill || mEffectID == 89 // absorb skill || mEffectID == 21 // drain skill || mEffectID == 83 // fortify skill || mEffectID == 26); // damage skill return ((other.mSkill == mSkill) || !involvesSkill) && ((other.mAttribute == mAttribute) && !involvesAttribute) && (other.mArea == mArea); } }; typedef std::vector SpellEffectList; class MWSkill : public MyGUI::Widget { MYGUI_RTTI_DERIVED( MWSkill ) public: MWSkill(); typedef MWMechanics::Stat SkillValue; void setSkillId(ESM::Skill::SkillEnum skillId); void setSkillNumber(int skillId); void setSkillValue(const SkillValue& value); ESM::Skill::SkillEnum getSkillId() const { return mSkillId; } const SkillValue& getSkillValue() const { return mValue; } // Events typedef MyGUI::delegates::CMultiDelegate1 EventHandle_SkillVoid; /** Event : Skill clicked.\n signature : void method(MWSkill* _sender)\n */ EventHandle_SkillVoid eventClicked; protected: virtual ~MWSkill(); virtual void initialiseOverride(); void onClicked(MyGUI::Widget* _sender); private: void updateWidgets(); ESM::Skill::SkillEnum mSkillId; SkillValue mValue; MyGUI::TextBox* mSkillNameWidget; MyGUI::TextBox* mSkillValueWidget; }; typedef MWSkill* MWSkillPtr; class MWAttribute : public MyGUI::Widget { MYGUI_RTTI_DERIVED( MWAttribute ) public: MWAttribute(); typedef MWMechanics::AttributeValue AttributeValue; void setAttributeId(int attributeId); void setAttributeValue(const AttributeValue& value); int getAttributeId() const { return mId; } const AttributeValue& getAttributeValue() const { return mValue; } // Events typedef MyGUI::delegates::CMultiDelegate1 EventHandle_AttributeVoid; /** Event : Attribute clicked.\n signature : void method(MWAttribute* _sender)\n */ EventHandle_AttributeVoid eventClicked; protected: virtual ~MWAttribute(); virtual void initialiseOverride(); void onClicked(MyGUI::Widget* _sender); private: void updateWidgets(); int mId; AttributeValue mValue; MyGUI::TextBox* mAttributeNameWidget; MyGUI::TextBox* mAttributeValueWidget; }; typedef MWAttribute* MWAttributePtr; /** * @todo remove this class and use MWEffectList instead */ class MWSpellEffect; class MWSpell : public MyGUI::Widget { MYGUI_RTTI_DERIVED( MWSpell ) public: MWSpell(); typedef MWMechanics::Stat SpellValue; void setSpellId(const std::string &id); /** * @param vector to store the created effect widgets * @param parent widget * @param coordinates to use, will be expanded if more space is needed * @param spell category, if this is 0, this means the spell effects are permanent and won't display e.g. duration * @param various flags, see MWEffectList::EffectFlags */ void createEffectWidgets(std::vector &effects, MyGUI::Widget* creator, MyGUI::IntCoord &coord, int flags); const std::string &getSpellId() const { return mId; } protected: virtual ~MWSpell(); virtual void initialiseOverride(); private: void updateWidgets(); std::string mId; MyGUI::TextBox* mSpellNameWidget; }; typedef MWSpell* MWSpellPtr; class MWEffectList : public MyGUI::Widget { MYGUI_RTTI_DERIVED( MWEffectList ) public: MWEffectList(); typedef MWMechanics::Stat EnchantmentValue; enum EffectFlags { EF_NoTarget = 0x01, // potions have no target (target is always the player) EF_Constant = 0x02 // constant effect means that duration will not be displayed }; void setEffectList(const SpellEffectList& list); static SpellEffectList effectListFromESM(const ESM::EffectList* effects); /** * @param vector to store the created effect widgets * @param parent widget * @param coordinates to use, will be expanded if more space is needed * @param center the effect widgets horizontally * @param various flags, see MWEffectList::EffectFlags */ void createEffectWidgets(std::vector &effects, MyGUI::Widget* creator, MyGUI::IntCoord &coord, bool center, int flags); protected: virtual ~MWEffectList(); virtual void initialiseOverride(); private: void updateWidgets(); SpellEffectList mEffectList; }; typedef MWEffectList* MWEffectListPtr; class MWSpellEffect : public MyGUI::Widget { MYGUI_RTTI_DERIVED( MWSpellEffect ) public: MWSpellEffect(); typedef ESM::ENAMstruct SpellEffectValue; void setSpellEffect(const SpellEffectParams& params); int getRequestedWidth() const { return mRequestedWidth; } protected: virtual ~MWSpellEffect(); virtual void initialiseOverride(); private: void updateWidgets(); SpellEffectParams mEffectParams; MyGUI::ImageBox* mImageWidget; MyGUI::TextBox* mTextWidget; int mRequestedWidth; }; typedef MWSpellEffect* MWSpellEffectPtr; class MWDynamicStat : public MyGUI::Widget { MYGUI_RTTI_DERIVED( MWDynamicStat ) public: MWDynamicStat(); void setValue(int value, int max); void setTitle(const std::string& text); int getValue() const { return mValue; } int getMax() const { return mMax; } protected: virtual ~MWDynamicStat(); virtual void initialiseOverride(); private: int mValue, mMax; MyGUI::TextBox* mTextWidget; MyGUI::ProgressBar* mBarWidget; MyGUI::TextBox* mBarTextWidget; }; typedef MWDynamicStat* MWDynamicStatPtr; // Should be removed when upgrading to MyGUI 3.2.2 (current git), it has ScrollBar autorepeat support class MWScrollBar : public MyGUI::ScrollBar { MYGUI_RTTI_DERIVED(MWScrollBar) public: MWScrollBar(); virtual ~MWScrollBar(); void setRepeat(float trigger, float step); protected: virtual void initialiseOverride(); void repeatClick(MyGUI::Widget* _widget, MyGUI::ControllerItem* _controller); bool mEnableRepeat; float mRepeatTriggerTime; float mRepeatStepTime; bool mIsIncreasing; private: void onDecreaseButtonPressed(MyGUI::Widget* _sender, int _left, int _top, MyGUI::MouseButton _id); void onDecreaseButtonReleased(MyGUI::Widget* _sender, int _left, int _top, MyGUI::MouseButton _id); void onIncreaseButtonPressed(MyGUI::Widget* _sender, int _left, int _top, MyGUI::MouseButton _id); void onIncreaseButtonReleased(MyGUI::Widget* _sender, int _left, int _top, MyGUI::MouseButton _id); }; } } #endif