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openmw-tes3mp/apps/openmw/mwgui/review.hpp

108 lines
3.5 KiB
C++

#ifndef MWGUI_REVIEW_H
#define MWGUI_REVIEW_H
#include <components/esm/attr.hpp>
#include <components/esm/loadclas.hpp>
#include "windowbase.hpp"
#include "widgets.hpp"
namespace ESM
{
struct Spell;
}
namespace MWGui
{
class WindowManager;
}
namespace MWGui
{
class ReviewDialog : public WindowModal
{
public:
enum Dialogs {
NAME_DIALOG,
RACE_DIALOG,
CLASS_DIALOG,
BIRTHSIGN_DIALOG
};
typedef std::vector<int> SkillList;
ReviewDialog();
bool exit() { return false; }
void setPlayerName(const std::string &name);
void setRace(const std::string &raceId);
void setClass(const ESM::Class& class_);
void setBirthSign (const std::string &signId);
void setHealth(const MWMechanics::DynamicStat<float>& value);
void setMagicka(const MWMechanics::DynamicStat<float>& value);
void setFatigue(const MWMechanics::DynamicStat<float>& value);
void setAttribute(ESM::Attribute::AttributeID attributeId, const MWMechanics::AttributeValue& value);
void configureSkills(const SkillList& major, const SkillList& minor);
void setSkillValue(ESM::Skill::SkillEnum skillId, const MWMechanics::SkillValue& value);
virtual void onOpen();
void onFrame(float duration);
// Events
typedef MyGUI::delegates::CMultiDelegate0 EventHandle_Void;
typedef MyGUI::delegates::CMultiDelegate1<int> EventHandle_Int;
/** Event : Back button clicked.\n
signature : void method()\n
*/
EventHandle_Void eventBack;
/** Event : Dialog finished, OK button clicked.\n
signature : void method()\n
*/
EventHandle_WindowBase eventDone;
EventHandle_Int eventActivateDialog;
protected:
void onOkClicked(MyGUI::Widget* _sender);
void onBackClicked(MyGUI::Widget* _sender);
void onNameClicked(MyGUI::Widget* _sender);
void onRaceClicked(MyGUI::Widget* _sender);
void onClassClicked(MyGUI::Widget* _sender);
void onBirthSignClicked(MyGUI::Widget* _sender);
void onMouseWheel(MyGUI::Widget* _sender, int _rel);
private:
void addSkills(const SkillList &skills, const std::string &titleId, const std::string &titleDefault, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2);
void addSeparator(MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2);
void addGroup(const std::string &label, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2);
MyGUI::TextBox* addValueItem(const std::string& text, const std::string &value, const std::string& state, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2);
void addItem(const std::string& text, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2);
void addItem(const ESM::Spell* spell, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2);
void updateSkillArea();
MyGUI::TextBox *mNameWidget, *mRaceWidget, *mClassWidget, *mBirthSignWidget;
MyGUI::ScrollView* mSkillView;
Widgets::MWDynamicStatPtr mHealth, mMagicka, mFatigue;
std::map<int, Widgets::MWAttributePtr> mAttributeWidgets;
SkillList mMajorSkills, mMinorSkills, mMiscSkills;
std::map<int, MWMechanics::SkillValue > mSkillValues;
std::map<int, MyGUI::TextBox*> mSkillWidgetMap;
std::string mName, mRaceId, mBirthSignId;
ESM::Class mKlass;
std::vector<MyGUI::Widget*> mSkillWidgets; //< Skills and other information
bool mUpdateSkillArea;
};
}
#endif