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openmw-tes3mp/apps/openmw/mwgui/windowmanagerimp.cpp

2126 lines
71 KiB
C++

#include "windowmanagerimp.hpp"
#include <cassert>
#include <iterator>
#include <osgViewer/Viewer>
#include <MyGUI_UString.h>
#include <MyGUI_IPointer.h>
#include <MyGUI_ResourceImageSetPointer.h>
#include <MyGUI_TextureUtility.h>
#include <MyGUI_FactoryManager.h>
#include <MyGUI_LanguageManager.h>
#include <MyGUI_PointerManager.h>
#include <MyGUI_InputManager.h>
#include <MyGUI_Gui.h>
#include <MyGUI_ClipboardManager.h>
#include <MyGUI_RenderManager.h>
#include <SDL_keyboard.h>
#include <SDL_clipboard.h>
#include <components/sdlutil/sdlcursormanager.hpp>
#include <components/esm/esmreader.hpp>
#include <components/esm/esmwriter.hpp>
#include <components/fontloader/fontloader.hpp>
#include <components/resource/resourcesystem.hpp>
#include <components/resource/imagemanager.hpp>
#include <components/sceneutil/workqueue.hpp>
#include <components/translation/translation.hpp>
#include <components/myguiplatform/myguiplatform.hpp>
#include <components/myguiplatform/myguirendermanager.hpp>
#include <components/myguiplatform/additivelayer.hpp>
#include <components/myguiplatform/scalinglayer.hpp>
#include <components/vfs/manager.hpp>
#include <components/widgets/widgets.hpp>
#include <components/widgets/tags.hpp>
#include <components/sdlutil/sdlcursormanager.hpp>
#include <components/misc/resourcehelpers.hpp>
#include "../mwmp/Main.hpp"
#include "../mwmp/GUIController.hpp"
#include "../mwbase/inputmanager.hpp"
#include "../mwbase/statemanager.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwrender/vismask.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/player.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwmechanics/stat.hpp"
#include "../mwmechanics/npcstats.hpp"
#include "../mwmechanics/actorutil.hpp"
#include "../mwrender/localmap.hpp"
#include "console.hpp"
#include "journalwindow.hpp"
#include "journalviewmodel.hpp"
#include "charactercreation.hpp"
#include "dialogue.hpp"
#include "statswindow.hpp"
#include "messagebox.hpp"
#include "tooltips.hpp"
#include "scrollwindow.hpp"
#include "bookwindow.hpp"
#include "hud.hpp"
#include "mainmenu.hpp"
#include "countdialog.hpp"
#include "tradewindow.hpp"
#include "spellbuyingwindow.hpp"
#include "travelwindow.hpp"
#include "settingswindow.hpp"
#include "confirmationdialog.hpp"
#include "alchemywindow.hpp"
#include "spellwindow.hpp"
#include "quickkeysmenu.hpp"
#include "loadingscreen.hpp"
#include "levelupdialog.hpp"
#include "waitdialog.hpp"
#include "enchantingdialog.hpp"
#include "trainingwindow.hpp"
#include "recharge.hpp"
#include "exposedwindow.hpp"
#include "cursor.hpp"
#include "merchantrepair.hpp"
#include "repair.hpp"
#include "soulgemdialog.hpp"
#include "companionwindow.hpp"
#include "inventorywindow.hpp"
#include "bookpage.hpp"
#include "itemview.hpp"
#include "videowidget.hpp"
#include "backgroundimage.hpp"
#include "itemwidget.hpp"
#include "screenfader.hpp"
#include "debugwindow.hpp"
#include "spellview.hpp"
#include "draganddrop.hpp"
#include "container.hpp"
#include "controllers.hpp"
#include "jailscreen.hpp"
#include "itemchargeview.hpp"
namespace MWGui
{
WindowManager::WindowManager(
osgViewer::Viewer* viewer, osg::Group* guiRoot, Resource::ResourceSystem* resourceSystem, SceneUtil::WorkQueue* workQueue,
const std::string& logpath, const std::string& resourcePath, bool consoleOnlyScripts,
Translation::Storage& translationDataStorage, ToUTF8::FromType encoding, bool exportFonts, const std::map<std::string, std::string>& fallbackMap, const std::string& versionDescription)
: mStore(NULL)
, mResourceSystem(resourceSystem)
, mWorkQueue(workQueue)
, mViewer(viewer)
, mConsoleOnlyScripts(consoleOnlyScripts)
, mCurrentModals()
, mHud(NULL)
, mMap(NULL)
, mLocalMapRender(NULL)
, mMenu(NULL)
, mToolTips(NULL)
, mStatsWindow(NULL)
, mMessageBoxManager(NULL)
, mConsole(NULL)
, mJournal(NULL)
, mDialogueWindow(NULL)
, mContainerWindow(NULL)
, mDragAndDrop(NULL)
, mInventoryWindow(NULL)
, mScrollWindow(NULL)
, mBookWindow(NULL)
, mCountDialog(NULL)
, mTradeWindow(NULL)
, mSpellBuyingWindow(NULL)
, mTravelWindow(NULL)
, mSettingsWindow(NULL)
, mConfirmationDialog(NULL)
, mAlchemyWindow(NULL)
, mSpellWindow(NULL)
, mQuickKeysMenu(NULL)
, mLoadingScreen(NULL)
, mLevelupDialog(NULL)
, mWaitDialog(NULL)
, mSpellCreationDialog(NULL)
, mEnchantingDialog(NULL)
, mTrainingWindow(NULL)
, mMerchantRepair(NULL)
, mSoulgemDialog(NULL)
, mRepair(NULL)
, mRecharge(NULL)
, mCompanionWindow(NULL)
, mVideoBackground(NULL)
, mVideoWidget(NULL)
, mWerewolfFader(NULL)
, mBlindnessFader(NULL)
, mHitFader(NULL)
, mScreenFader(NULL)
, mDebugWindow(NULL)
, mJailScreen(NULL)
, mTranslationDataStorage (translationDataStorage)
, mCharGen(NULL)
, mInputBlocker(NULL)
, mCrosshairEnabled(Settings::Manager::getBool ("crosshair", "HUD"))
, mSubtitlesEnabled(Settings::Manager::getBool ("subtitles", "GUI"))
, mHitFaderEnabled(Settings::Manager::getBool ("hit fader", "GUI"))
, mWerewolfOverlayEnabled(Settings::Manager::getBool ("werewolf overlay", "GUI"))
, mHudEnabled(true)
, mGuiEnabled(true)
, mCursorVisible(true)
, mPlayerName()
, mPlayerRaceId()
, mPlayerAttributes()
, mPlayerMajorSkills()
, mPlayerMinorSkills()
, mPlayerSkillValues()
, mGui(NULL)
, mGuiModes()
, mCursorManager(NULL)
, mGarbageDialogs()
, mShown(GW_ALL)
, mForceHidden(GW_None)
, mAllowed(GW_ALL)
, mRestAllowed(true)
, mFallbackMap(fallbackMap)
, mShowOwned(0)
, mVersionDescription(versionDescription)
{
float uiScale = Settings::Manager::getFloat("scaling factor", "GUI");
mGuiPlatform = new osgMyGUI::Platform(viewer, guiRoot, resourceSystem->getImageManager(), uiScale);
mGuiPlatform->initialise(resourcePath, logpath);
mGui = new MyGUI::Gui;
mGui->initialise("");
createTextures();
MyGUI::LanguageManager::getInstance().eventRequestTag = MyGUI::newDelegate(this, &WindowManager::onRetrieveTag);
// Load fonts
mFontLoader.reset(new Gui::FontLoader(encoding, resourceSystem->getVFS()));
mFontLoader->loadAllFonts(exportFonts);
//Register own widgets with MyGUI
MyGUI::FactoryManager::getInstance().registerFactory<MWGui::Widgets::MWSkill>("Widget");
MyGUI::FactoryManager::getInstance().registerFactory<MWGui::Widgets::MWAttribute>("Widget");
MyGUI::FactoryManager::getInstance().registerFactory<MWGui::Widgets::MWSpell>("Widget");
MyGUI::FactoryManager::getInstance().registerFactory<MWGui::Widgets::MWEffectList>("Widget");
MyGUI::FactoryManager::getInstance().registerFactory<MWGui::Widgets::MWSpellEffect>("Widget");
MyGUI::FactoryManager::getInstance().registerFactory<MWGui::Widgets::MWDynamicStat>("Widget");
MyGUI::FactoryManager::getInstance().registerFactory<MWGui::ExposedWindow>("Widget");
MyGUI::FactoryManager::getInstance().registerFactory<MWGui::Widgets::MWScrollBar>("Widget");
MyGUI::FactoryManager::getInstance().registerFactory<VideoWidget>("Widget");
MyGUI::FactoryManager::getInstance().registerFactory<BackgroundImage>("Widget");
MyGUI::FactoryManager::getInstance().registerFactory<osgMyGUI::AdditiveLayer>("Layer");
MyGUI::FactoryManager::getInstance().registerFactory<osgMyGUI::ScalingLayer>("Layer");
BookPage::registerMyGUIComponents ();
ItemView::registerComponents();
ItemChargeView::registerComponents();
ItemWidget::registerComponents();
SpellView::registerComponents();
Gui::registerAllWidgets();
MyGUI::FactoryManager::getInstance().registerFactory<MWGui::Controllers::ControllerRepeatEvent>("Controller");
MyGUI::FactoryManager::getInstance().registerFactory<MWGui::Controllers::ControllerFollowMouse>("Controller");
MyGUI::FactoryManager::getInstance().registerFactory<ResourceImageSetPointerFix>("Resource", "ResourceImageSetPointer");
MyGUI::ResourceManager::getInstance().load("core.xml");
mLoadingScreen = new LoadingScreen(mResourceSystem->getVFS(), mViewer);
//set up the hardware cursor manager
mCursorManager = new SDLUtil::SDLCursorManager();
MyGUI::PointerManager::getInstance().eventChangeMousePointer += MyGUI::newDelegate(this, &WindowManager::onCursorChange);
MyGUI::InputManager::getInstance().eventChangeKeyFocus += MyGUI::newDelegate(this, &WindowManager::onKeyFocusChanged);
// Create all cursors in advance
createCursors();
onCursorChange(MyGUI::PointerManager::getInstance().getDefaultPointer());
mCursorManager->setEnabled(true);
// hide mygui's pointer
MyGUI::PointerManager::getInstance().setVisible(false);
mVideoBackground = MyGUI::Gui::getInstance().createWidgetReal<MyGUI::ImageBox>("ImageBox", 0,0,1,1,
MyGUI::Align::Default, "InputBlocker");
mVideoBackground->setImageTexture("black");
mVideoBackground->setVisible(false);
mVideoBackground->setNeedMouseFocus(true);
mVideoBackground->setNeedKeyFocus(true);
mVideoWidget = mVideoBackground->createWidgetReal<VideoWidget>("ImageBox", 0,0,1,1, MyGUI::Align::Default);
mVideoWidget->setNeedMouseFocus(true);
mVideoWidget->setNeedKeyFocus(true);
mVideoWidget->setVFS(resourceSystem->getVFS());
// Removes default MyGUI system clipboard implementation, which supports windows only
MyGUI::ClipboardManager::getInstance().eventClipboardChanged.clear();
MyGUI::ClipboardManager::getInstance().eventClipboardRequested.clear();
MyGUI::ClipboardManager::getInstance().eventClipboardChanged += MyGUI::newDelegate(this, &WindowManager::onClipboardChanged);
MyGUI::ClipboardManager::getInstance().eventClipboardRequested += MyGUI::newDelegate(this, &WindowManager::onClipboardRequested);
mShowOwned = Settings::Manager::getInt("show owned", "Game");
}
void WindowManager::initUI()
{
// Get size info from the Gui object
int w = MyGUI::RenderManager::getInstance().getViewSize().width;
int h = MyGUI::RenderManager::getInstance().getViewSize().height;
mDragAndDrop = new DragAndDrop();
mRecharge = new Recharge();
mMenu = new MainMenu(w, h, mResourceSystem->getVFS(), mVersionDescription);
mLocalMapRender = new MWRender::LocalMap(mViewer->getSceneData()->asGroup());
mMap = new MapWindow(mCustomMarkers, mDragAndDrop, mLocalMapRender, mWorkQueue);
trackWindow(mMap, "map");
mStatsWindow = new StatsWindow(mDragAndDrop);
trackWindow(mStatsWindow, "stats");
mConsole = new Console(w,h, mConsoleOnlyScripts);
trackWindow(mConsole, "console");
bool questList = mResourceSystem->getVFS()->exists("textures/tx_menubook_options_over.dds");
mJournal = JournalWindow::create(JournalViewModel::create (), questList);
mMessageBoxManager = new MessageBoxManager(mStore->get<ESM::GameSetting>().find("fMessageTimePerChar")->getFloat());
mInventoryWindow = new InventoryWindow(mDragAndDrop, mViewer->getSceneData()->asGroup(), mResourceSystem);
mTradeWindow = new TradeWindow();
trackWindow(mTradeWindow, "barter");
mSpellBuyingWindow = new SpellBuyingWindow();
mTravelWindow = new TravelWindow();
mDialogueWindow = new DialogueWindow();
trackWindow(mDialogueWindow, "dialogue");
mContainerWindow = new ContainerWindow(mDragAndDrop);
trackWindow(mContainerWindow, "container");
mHud = new HUD(mCustomMarkers, mDragAndDrop, mLocalMapRender);
mToolTips = new ToolTips();
mScrollWindow = new ScrollWindow();
mBookWindow = new BookWindow();
mCountDialog = new CountDialog();
mSettingsWindow = new SettingsWindow();
mConfirmationDialog = new ConfirmationDialog();
mAlchemyWindow = new AlchemyWindow();
trackWindow(mAlchemyWindow, "alchemy");
mSpellWindow = new SpellWindow(mDragAndDrop);
trackWindow(mSpellWindow, "spells");
mQuickKeysMenu = new QuickKeysMenu();
mLevelupDialog = new LevelupDialog();
mWaitDialog = new WaitDialog();
mSpellCreationDialog = new SpellCreationDialog();
mEnchantingDialog = new EnchantingDialog();
mTrainingWindow = new TrainingWindow();
mMerchantRepair = new MerchantRepair();
mRepair = new Repair();
mSoulgemDialog = new SoulgemDialog(mMessageBoxManager);
mCompanionWindow = new CompanionWindow(mDragAndDrop, mMessageBoxManager);
trackWindow(mCompanionWindow, "companion");
mJailScreen = new JailScreen();
std::string werewolfFaderTex = "textures\\werewolfoverlay.dds";
if (mResourceSystem->getVFS()->exists(werewolfFaderTex))
mWerewolfFader = new ScreenFader(werewolfFaderTex);
mBlindnessFader = new ScreenFader("black");
// fall back to player_hit_01.dds if bm_player_hit_01.dds is not available
std::string hitFaderTexture = "textures\\bm_player_hit_01.dds";
const std::string hitFaderLayout = "openmw_screen_fader_hit.layout";
MyGUI::FloatCoord hitFaderCoord (0,0,1,1);
if(!mResourceSystem->getVFS()->exists(hitFaderTexture))
{
hitFaderTexture = "textures\\player_hit_01.dds";
hitFaderCoord = MyGUI::FloatCoord(0.2, 0.25, 0.6, 0.5);
}
mHitFader = new ScreenFader(hitFaderTexture, hitFaderLayout, hitFaderCoord);
mScreenFader = new ScreenFader("black");
mDebugWindow = new DebugWindow();
mInputBlocker = MyGUI::Gui::getInstance().createWidget<MyGUI::Widget>("",0,0,w,h,MyGUI::Align::Stretch,"InputBlocker");
mHud->setVisible(mHudEnabled);
mCharGen = new CharacterCreation(mViewer->getSceneData()->asGroup(), mResourceSystem);
// Setup player stats
for (int i = 0; i < ESM::Attribute::Length; ++i)
{
mPlayerAttributes.insert(std::make_pair(ESM::Attribute::sAttributeIds[i], MWMechanics::AttributeValue()));
}
for (int i = 0; i < ESM::Skill::Length; ++i)
{
mPlayerSkillValues.insert(std::make_pair(ESM::Skill::sSkillIds[i], MWMechanics::SkillValue()));
}
// Set up visibility
updateVisible();
MWBase::Environment::get().getInputManager()->changeInputMode(false);
}
void WindowManager::renderWorldMap()
{
mMap->renderGlobalMap();
}
void WindowManager::setNewGame(bool newgame)
{
// This method will always be called after loading a savegame or starting a new game
// Reset enemy, it could be a dangling pointer from a previous game
mHud->resetEnemy();
if (newgame)
{
disallowAll();
delete mCharGen;
mCharGen = new CharacterCreation(mViewer->getSceneData()->asGroup(), mResourceSystem);
mGuiModes.clear();
MWBase::Environment::get().getInputManager()->changeInputMode(false);
mHud->unsetSelectedWeapon();
mHud->unsetSelectedSpell();
unsetForceHide(GW_ALL);
}
else
allow(GW_ALL);
mRestAllowed = !newgame;
}
WindowManager::~WindowManager()
{
MyGUI::LanguageManager::getInstance().eventRequestTag.clear();
MyGUI::PointerManager::getInstance().eventChangeMousePointer.clear();
MyGUI::InputManager::getInstance().eventChangeKeyFocus.clear();
MyGUI::ClipboardManager::getInstance().eventClipboardChanged.clear();
MyGUI::ClipboardManager::getInstance().eventClipboardRequested.clear();
delete mConsole;
delete mMessageBoxManager;
delete mHud;
delete mMap;
delete mLocalMapRender;
delete mMenu;
delete mStatsWindow;
delete mJournal;
delete mDialogueWindow;
delete mContainerWindow;
delete mInventoryWindow;
delete mToolTips;
delete mCharGen;
delete mDragAndDrop;
delete mBookWindow;
delete mScrollWindow;
delete mTradeWindow;
delete mSpellBuyingWindow;
delete mTravelWindow;
delete mSettingsWindow;
delete mConfirmationDialog;
delete mAlchemyWindow;
delete mSpellWindow;
delete mLoadingScreen;
delete mLevelupDialog;
delete mWaitDialog;
delete mSpellCreationDialog;
delete mEnchantingDialog;
delete mTrainingWindow;
delete mCountDialog;
delete mQuickKeysMenu;
delete mMerchantRepair;
delete mRepair;
delete mSoulgemDialog;
delete mRecharge;
delete mCompanionWindow;
delete mHitFader;
delete mWerewolfFader;
delete mScreenFader;
delete mBlindnessFader;
delete mDebugWindow;
delete mJailScreen;
delete mCursorManager;
cleanupGarbage();
mFontLoader.reset();
mGui->shutdown();
delete mGui;
mGuiPlatform->shutdown();
delete mGuiPlatform;
}
void WindowManager::setStore(const MWWorld::ESMStore &store)
{
mStore = &store;
}
void WindowManager::cleanupGarbage()
{
// Delete any dialogs which are no longer in use
if (!mGarbageDialogs.empty())
{
for (std::vector<Layout*>::iterator it = mGarbageDialogs.begin(); it != mGarbageDialogs.end(); ++it)
{
delete *it;
}
mGarbageDialogs.clear();
}
}
void WindowManager::update()
{
cleanupGarbage();
mHud->update();
}
void WindowManager::updateVisible()
{
if (!mMap)
return; // UI not created yet
// Start out by hiding everything except the HUD
mMap->setVisible(false);
mMenu->setVisible(false);
mStatsWindow->setVisible(false);
mConsole->setVisible(false);
mJournal->setVisible(false);
mDialogueWindow->setVisible(false);
mContainerWindow->setVisible(false);
mInventoryWindow->setVisible(false);
mScrollWindow->setVisible(false);
mBookWindow->setVisible(false);
mTradeWindow->setVisible(false);
mSpellBuyingWindow->setVisible(false);
mTravelWindow->setVisible(false);
mSettingsWindow->setVisible(false);
mAlchemyWindow->setVisible(false);
mSpellWindow->setVisible(false);
mQuickKeysMenu->setVisible(false);
mLevelupDialog->setVisible(false);
mWaitDialog->setVisible(false);
mSpellCreationDialog->setVisible(false);
mEnchantingDialog->setVisible(false);
mTrainingWindow->setVisible(false);
mMerchantRepair->setVisible(false);
mRepair->setVisible(false);
mCompanionWindow->setVisible(false);
mInventoryWindow->setTrading(false);
mRecharge->setVisible(false);
mVideoBackground->setVisible(false);
mJailScreen->setVisible(false);
mHud->setVisible(mHudEnabled && mGuiEnabled);
mToolTips->setVisible(mGuiEnabled);
bool gameMode = !isGuiMode();
mInputBlocker->setVisible (gameMode);
setCursorVisible(!gameMode);
if (gameMode)
setKeyFocusWidget (NULL);
if (!mGuiEnabled)
{
if (containsMode(GM_Console))
mConsole->setVisible(true);
return;
}
// Icons of forced hidden windows are displayed
setMinimapVisibility((mAllowed & GW_Map) && (!mMap->pinned() || (mForceHidden & GW_Map)));
setWeaponVisibility((mAllowed & GW_Inventory) && (!mInventoryWindow->pinned() || (mForceHidden & GW_Inventory)));
setSpellVisibility((mAllowed & GW_Magic) && (!mSpellWindow->pinned() || (mForceHidden & GW_Magic)));
setHMSVisibility((mAllowed & GW_Stats) && (!mStatsWindow->pinned() || (mForceHidden & GW_Stats)));
// If in game mode, show only the pinned windows
if (gameMode)
{
mInventoryWindow->setGuiMode(GM_None);
mMap->setVisible(mMap->pinned() && !(mForceHidden & GW_Map));
mStatsWindow->setVisible(mStatsWindow->pinned() && !(mForceHidden & GW_Stats));
mInventoryWindow->setVisible(mInventoryWindow->pinned() && !(mForceHidden & GW_Inventory));
mSpellWindow->setVisible(mSpellWindow->pinned() && !(mForceHidden & GW_Magic));
return;
}
if(mGuiModes.size() != 0)
{
GuiMode mode = mGuiModes.back();
switch(mode) {
case GM_QuickKeysMenu:
mQuickKeysMenu->setVisible (true);
break;
case GM_MainMenu:
mMenu->setVisible(true);
break;
case GM_Settings:
mSettingsWindow->setVisible(true);
break;
case GM_Console:
mConsole->setVisible(true);
break;
case GM_Scroll:
mScrollWindow->setVisible(true);
break;
case GM_Book:
mBookWindow->setVisible(true);
break;
case GM_Alchemy:
mAlchemyWindow->setVisible(true);
break;
case GM_Rest:
mWaitDialog->setVisible(true);
break;
case GM_RestBed:
mWaitDialog->setVisible(true);
mWaitDialog->bedActivated();
break;
case GM_Levelup:
mLevelupDialog->setVisible(true);
break;
case GM_Name:
case GM_Race:
case GM_Class:
case GM_ClassPick:
case GM_ClassCreate:
case GM_Birth:
case GM_ClassGenerate:
case GM_Review:
mCharGen->spawnDialog(mode);
break;
case GM_Inventory:
{
// First, compute the effective set of windows to show.
// This is controlled both by what windows the
// user has opened/closed (the 'shown' variable) and by what
// windows we are allowed to show (the 'allowed' var.)
int eff = mShown & mAllowed & ~mForceHidden;
// Show the windows we want
mMap ->setVisible((eff & GW_Map) != 0);
mStatsWindow ->setVisible((eff & GW_Stats) != 0);
mInventoryWindow->setVisible((eff & GW_Inventory) != 0);
mInventoryWindow->setGuiMode(mode);
mSpellWindow ->setVisible((eff & GW_Magic) != 0);
break;
}
case GM_Container:
mContainerWindow->setVisible(true);
mInventoryWindow->setVisible(true);
mInventoryWindow->setGuiMode(mode);
break;
case GM_Companion:
mCompanionWindow->setVisible(true);
mInventoryWindow->setVisible(true);
mInventoryWindow->setGuiMode(mode);
break;
case GM_Dialogue:
mDialogueWindow->setVisible(true);
break;
case GM_Barter:
mInventoryWindow->setVisible(true);
mInventoryWindow->setTrading(true);
mInventoryWindow->setGuiMode(mode);
mTradeWindow->setVisible(true);
break;
case GM_SpellBuying:
mSpellBuyingWindow->setVisible(true);
break;
case GM_Travel:
mTravelWindow->setVisible(true);
break;
case GM_SpellCreation:
mSpellCreationDialog->setVisible(true);
break;
case GM_Recharge:
mRecharge->setVisible(true);
break;
case GM_Enchanting:
mEnchantingDialog->setVisible(true);
break;
case GM_Training:
mTrainingWindow->setVisible(true);
break;
case GM_MerchantRepair:
mMerchantRepair->setVisible(true);
break;
case GM_Repair:
mRepair->setVisible(true);
break;
case GM_Journal:
mJournal->setVisible(true);
break;
case GM_Jail:
mJailScreen->setVisible(true);
break;
case GM_LoadingWallpaper:
case GM_Loading:
// Don't need to show anything here - GM_LoadingWallpaper covers everything else anyway,
// GM_Loading uses a texture of the last rendered frame so everything previously visible will be rendered.
mHud->setVisible(false);
mToolTips->setVisible(false);
setCursorVisible(mMessageBoxManager && mMessageBoxManager->isInteractiveMessageBox());
break;
default:
mwmp::Main::get().getGUIController()->WM_UpdateVisible(mode);
// Unsupported mode, switch back to game
break;
}
}
}
void WindowManager::setValue (const std::string& id, const MWMechanics::AttributeValue& value)
{
mStatsWindow->setValue (id, value);
mCharGen->setValue(id, value);
static const char *ids[] =
{
"AttribVal1", "AttribVal2", "AttribVal3", "AttribVal4", "AttribVal5",
"AttribVal6", "AttribVal7", "AttribVal8"
};
static ESM::Attribute::AttributeID attributes[] =
{
ESM::Attribute::Strength,
ESM::Attribute::Intelligence,
ESM::Attribute::Willpower,
ESM::Attribute::Agility,
ESM::Attribute::Speed,
ESM::Attribute::Endurance,
ESM::Attribute::Personality,
ESM::Attribute::Luck
};
for (size_t i = 0; i < sizeof(ids)/sizeof(ids[0]); ++i)
{
if (id != ids[i])
continue;
mPlayerAttributes[attributes[i]] = value;
break;
}
}
void WindowManager::setValue (int parSkill, const MWMechanics::SkillValue& value)
{
/// \todo Don't use the skill enum as a parameter type (we will have to drop it anyway, once we
/// allow custom skills.
mStatsWindow->setValue(static_cast<ESM::Skill::SkillEnum> (parSkill), value);
mCharGen->setValue(static_cast<ESM::Skill::SkillEnum> (parSkill), value);
mPlayerSkillValues[parSkill] = value;
}
void WindowManager::setValue (const std::string& id, const MWMechanics::DynamicStat<float>& value)
{
mStatsWindow->setValue (id, value);
mHud->setValue (id, value);
mCharGen->setValue(id, value);
}
void WindowManager::setValue (const std::string& id, const std::string& value)
{
mStatsWindow->setValue (id, value);
if (id=="name")
mPlayerName = value;
else if (id=="race")
mPlayerRaceId = value;
}
void WindowManager::setValue (const std::string& id, int value)
{
mStatsWindow->setValue (id, value);
}
void WindowManager::setDrowningTimeLeft (float time, float maxTime)
{
mHud->setDrowningTimeLeft(time, maxTime);
}
void WindowManager::setPlayerClass (const ESM::Class &class_)
{
mStatsWindow->setValue("class", class_.mName);
}
void WindowManager::configureSkills (const SkillList& major, const SkillList& minor)
{
mStatsWindow->configureSkills (major, minor);
mCharGen->configureSkills(major, minor);
mPlayerMajorSkills = major;
mPlayerMinorSkills = minor;
}
void WindowManager::updateSkillArea()
{
mStatsWindow->updateSkillArea();
}
void WindowManager::removeDialog(Layout*dialog)
{
if (!dialog)
return;
dialog->setVisible(false);
mGarbageDialogs.push_back(dialog);
}
void WindowManager::exitCurrentGuiMode() {
switch(mGuiModes.back()) {
case GM_QuickKeysMenu:
mQuickKeysMenu->exit();
break;
case GM_MainMenu:
removeGuiMode(GM_MainMenu); //Simple way to remove it
break;
case GM_Settings:
mSettingsWindow->exit();
break;
case GM_Console:
mConsole->exit();
break;
case GM_Scroll:
mScrollWindow->exit();
break;
case GM_Book:
mBookWindow->exit();
break;
case GM_Alchemy:
mAlchemyWindow->exit();
break;
case GM_Rest:
mWaitDialog->exit();
break;
case GM_RestBed:
mWaitDialog->exit();
break;
case GM_Name:
case GM_Race:
case GM_Class:
case GM_ClassPick:
case GM_ClassCreate:
case GM_Birth:
case GM_ClassGenerate:
case GM_Review:
break;
case GM_Inventory:
removeGuiMode(GM_Inventory); //Simple way to remove it
break;
case GM_Container:
mContainerWindow->exit();
break;
case GM_Companion:
mCompanionWindow->exit();
break;
case GM_Dialogue:
mDialogueWindow->exit();
break;
case GM_Barter:
mTradeWindow->exit();
break;
case GM_SpellBuying:
mSpellBuyingWindow->exit();
break;
case GM_Travel:
mTravelWindow->exit();
break;
case GM_SpellCreation:
mSpellCreationDialog->exit();
break;
case GM_Recharge:
mRecharge->exit();
break;
case GM_Enchanting:
mEnchantingDialog->exit();
break;
case GM_Training:
mTrainingWindow->exit();
break;
case GM_MerchantRepair:
mMerchantRepair->exit();
break;
case GM_Repair:
mRepair->exit();
break;
case GM_Journal:
MWBase::Environment::get().getSoundManager()->playSound ("book close", 1.0, 1.0);
removeGuiMode(GM_Journal); //Simple way to remove it
break;
default:
// Unsupported mode, switch back to game
break;
}
}
void WindowManager::interactiveMessageBox(const std::string &message, const std::vector<std::string> &buttons, bool block)
{
mMessageBoxManager->createInteractiveMessageBox(message, buttons);
MWBase::Environment::get().getInputManager()->changeInputMode(isGuiMode());
updateVisible();
if (block)
{
while (mMessageBoxManager->readPressedButton(false) == -1
&& !MWBase::Environment::get().getStateManager()->hasQuitRequest())
{
mMessageBoxManager->onFrame(0.f);
MWBase::Environment::get().getInputManager()->update(0, true, false);
// at the time this function is called we are in the middle of a frame,
// so out of order calls are necessary to get a correct frameNumber for the next frame.
// refer to the advance() and frame() order in Engine::go()
mViewer->eventTraversal();
mViewer->updateTraversal();
mViewer->renderingTraversals();
mViewer->advance(mViewer->getFrameStamp()->getSimulationTime());
}
}
}
void WindowManager::messageBox (const std::string& message, enum MWGui::ShowInDialogueMode showInDialogueMode)
{
if (getMode() == GM_Dialogue && showInDialogueMode != MWGui::ShowInDialogueMode_Never) {
mDialogueWindow->addMessageBox(MyGUI::LanguageManager::getInstance().replaceTags(message));
} else if (showInDialogueMode != MWGui::ShowInDialogueMode_Only) {
mMessageBoxManager->createMessageBox(message);
}
}
void WindowManager::staticMessageBox(const std::string& message)
{
mMessageBoxManager->createMessageBox(message, true);
}
void WindowManager::removeStaticMessageBox()
{
mMessageBoxManager->removeStaticMessageBox();
}
int WindowManager::readPressedButton ()
{
return mMessageBoxManager->readPressedButton();
}
std::string WindowManager::getGameSettingString(const std::string &id, const std::string &default_)
{
const ESM::GameSetting *setting = mStore->get<ESM::GameSetting>().search(id);
if (setting && setting->mValue.getType()==ESM::VT_String)
return setting->mValue.getString();
return default_;
}
void WindowManager::updateMap()
{
if (!mLocalMapRender)
return;
MWWorld::ConstPtr player = MWMechanics::getPlayer();
osg::Vec3f playerPosition = player.getRefData().getPosition().asVec3();
osg::Quat playerOrientation (-player.getRefData().getPosition().rot[2], osg::Vec3(0,0,1));
osg::Vec3f playerdirection;
int x,y;
float u,v;
mLocalMapRender->updatePlayer(playerPosition, playerOrientation, u, v, x, y, playerdirection);
if (!player.getCell()->isExterior())
{
setActiveMap(x, y, true);
}
// else: need to know the current grid center, call setActiveMap from changeCell
mMap->setPlayerDir(playerdirection.x(), playerdirection.y());
mMap->setPlayerPos(x, y, u, v);
mHud->setPlayerDir(playerdirection.x(), playerdirection.y());
mHud->setPlayerPos(x, y, u, v);
}
void WindowManager::onFrame (float frameDuration)
{
mMessageBoxManager->onFrame(frameDuration);
mToolTips->onFrame(frameDuration);
mMenu->update(frameDuration);
if (mLocalMapRender)
mLocalMapRender->cleanupCameras();
if (MWBase::Environment::get().getStateManager()->getState()==
MWBase::StateManager::State_NoGame)
return;
if (mDragAndDrop->mIsOnDragAndDrop)
{
assert(mDragAndDrop->mDraggedWidget);
mDragAndDrop->mDraggedWidget->setPosition(MyGUI::InputManager::getInstance().getMousePosition());
}
mDialogueWindow->onFrame();
mInventoryWindow->onFrame();
updateMap();
mStatsWindow->onFrame(frameDuration);
mMap->onFrame(frameDuration);
mSpellWindow->onFrame(frameDuration);
mWaitDialog->onFrame(frameDuration);
mHud->onFrame(frameDuration);
mTrainingWindow->onFrame (frameDuration);
mTrainingWindow->checkReferenceAvailable();
mDialogueWindow->checkReferenceAvailable();
mTradeWindow->checkReferenceAvailable();
mSpellBuyingWindow->checkReferenceAvailable();
mSpellCreationDialog->checkReferenceAvailable();
mEnchantingDialog->checkReferenceAvailable();
mContainerWindow->checkReferenceAvailable();
mCompanionWindow->checkReferenceAvailable();
mConsole->checkReferenceAvailable();
mCompanionWindow->onFrame();
mJailScreen->onFrame(frameDuration);
if (mWerewolfFader)
mWerewolfFader->update(frameDuration);
mBlindnessFader->update(frameDuration);
mHitFader->update(frameDuration);
mScreenFader->update(frameDuration);
mDebugWindow->onFrame(frameDuration);
if (mCharGen)
mCharGen->onFrame(frameDuration);
}
void WindowManager::changeCell(const MWWorld::CellStore* cell)
{
mMap->requestMapRender(cell);
std::string name = MWBase::Environment::get().getWorld()->getCellName (cell);
mMap->setCellName( name );
mHud->setCellName( name );
if (cell->getCell()->isExterior())
{
if (!cell->getCell()->mName.empty())
mMap->addVisitedLocation (name, cell->getCell()->getGridX (), cell->getCell()->getGridY ());
mMap->cellExplored (cell->getCell()->getGridX(), cell->getCell()->getGridY());
setActiveMap(cell->getCell()->getGridX(), cell->getCell()->getGridY(), false);
}
else
{
mMap->setCellPrefix (cell->getCell()->mName );
mHud->setCellPrefix (cell->getCell()->mName );
osg::Vec3f worldPos;
if (!MWBase::Environment::get().getWorld()->findInteriorPositionInWorldSpace(cell, worldPos))
worldPos = MWBase::Environment::get().getWorld()->getPlayer().getLastKnownExteriorPosition();
else
MWBase::Environment::get().getWorld()->getPlayer().setLastKnownExteriorPosition(worldPos);
mMap->setGlobalMapPlayerPosition(worldPos.x(), worldPos.y());
setActiveMap(0, 0, true);
}
}
void WindowManager::setActiveMap(int x, int y, bool interior)
{
mMap->setActiveCell(x,y, interior);
mHud->setActiveCell(x,y, interior);
}
void WindowManager::setDrowningBarVisibility(bool visible)
{
mHud->setDrowningBarVisible(visible);
}
void WindowManager::setHMSVisibility(bool visible)
{
mHud->setHmsVisible (visible);
}
void WindowManager::setMinimapVisibility(bool visible)
{
mHud->setMinimapVisible (visible);
}
bool WindowManager::toggleFogOfWar()
{
mMap->toggleFogOfWar();
return mHud->toggleFogOfWar();
}
void WindowManager::setFocusObject(const MWWorld::Ptr& focus)
{
mToolTips->setFocusObject(focus);
if(mHud && (mShowOwned == 2 || mShowOwned == 3))
{
bool owned = mToolTips->checkOwned();
mHud->setCrosshairOwned(owned);
}
}
void WindowManager::setFocusObjectScreenCoords(float min_x, float min_y, float max_x, float max_y)
{
mToolTips->setFocusObjectScreenCoords(min_x, min_y, max_x, max_y);
}
bool WindowManager::toggleFullHelp()
{
return mToolTips->toggleFullHelp();
}
bool WindowManager::getFullHelp() const
{
return mToolTips->getFullHelp();
}
void WindowManager::setWeaponVisibility(bool visible)
{
mHud->setWeapVisible (visible);
}
void WindowManager::setSpellVisibility(bool visible)
{
mHud->setSpellVisible (visible);
mHud->setEffectVisible (visible);
}
void WindowManager::setSneakVisibility(bool visible)
{
mHud->setSneakVisible(visible);
}
void WindowManager::setDragDrop(bool dragDrop)
{
mToolTips->setEnabled(!dragDrop);
MWBase::Environment::get().getInputManager()->setDragDrop(dragDrop);
}
void WindowManager::setCursorVisible(bool visible)
{
mCursorVisible = visible;
}
void WindowManager::onRetrieveTag(const MyGUI::UString& _tag, MyGUI::UString& _result)
{
std::string tag(_tag);
std::string MyGuiPrefix = "setting=";
size_t MyGuiPrefixLength = MyGuiPrefix.length();
std::string tokenToFind = "sCell=";
size_t tokenLength = tokenToFind.length();
if(tag.compare(0, MyGuiPrefixLength, MyGuiPrefix) == 0)
{
tag = tag.substr(MyGuiPrefixLength, tag.length());
std::string settingSection = tag.substr(0, tag.find(","));
std::string settingTag = tag.substr(tag.find(",")+1, tag.length());
_result = Settings::Manager::getString(settingTag, settingSection);
}
else if (tag.compare(0, tokenLength, tokenToFind) == 0)
{
_result = mTranslationDataStorage.translateCellName(tag.substr(tokenLength));
}
else if (Gui::replaceTag(tag, _result, mFallbackMap))
{
return;
}
else
{
if (!mStore)
{
std::cerr << "WindowManager::onRetrieveTag: no Store set up yet, can not replace '" << tag << "'" << std::endl;
return;
}
const ESM::GameSetting *setting = mStore->get<ESM::GameSetting>().find(tag);
if (setting && setting->mValue.getType()==ESM::VT_String)
_result = setting->mValue.getString();
else
_result = tag;
}
}
void WindowManager::processChangedSettings(const Settings::CategorySettingVector& changed)
{
mToolTips->setDelay(Settings::Manager::getFloat("tooltip delay", "GUI"));
for (Settings::CategorySettingVector::const_iterator it = changed.begin();
it != changed.end(); ++it)
{
if (it->first == "HUD" && it->second == "crosshair")
mCrosshairEnabled = Settings::Manager::getBool ("crosshair", "HUD");
else if (it->first == "GUI" && it->second == "subtitles")
mSubtitlesEnabled = Settings::Manager::getBool ("subtitles", "GUI");
else if (it->first == "GUI" && it->second == "menu transparency")
setMenuTransparency(Settings::Manager::getFloat("menu transparency", "GUI"));
}
}
void WindowManager::windowResized(int x, int y)
{
mGuiPlatform->getRenderManagerPtr()->setViewSize(x, y);
// scaled size
const MyGUI::IntSize& viewSize = MyGUI::RenderManager::getInstance().getViewSize();
x = viewSize.width;
y = viewSize.height;
sizeVideo(x, y);
if (!mHud)
return; // UI not initialized yet
for (std::map<MyGUI::Window*, std::string>::iterator it = mTrackedWindows.begin(); it != mTrackedWindows.end(); ++it)
{
MyGUI::IntPoint pos(static_cast<int>(Settings::Manager::getFloat(it->second + " x", "Windows") * x),
static_cast<int>( Settings::Manager::getFloat(it->second+ " y", "Windows") * y));
MyGUI::IntSize size(static_cast<int>(Settings::Manager::getFloat(it->second + " w", "Windows") * x),
static_cast<int>(Settings::Manager::getFloat(it->second + " h", "Windows") * y));
it->first->setPosition(pos);
it->first->setSize(size);
}
mConsole->onResChange(x, y);
mMenu->onResChange(x, y);
mSettingsWindow->center();
mAlchemyWindow->center();
mScrollWindow->center();
mBookWindow->center();
mQuickKeysMenu->center();
mSpellBuyingWindow->center();
}
void WindowManager::pushGuiMode(GuiMode mode)
{
if (mode==GM_Inventory && mAllowed==GW_None)
return;
// If this mode already exists somewhere in the stack, just bring it to the front.
if (std::find(mGuiModes.begin(), mGuiModes.end(), mode) != mGuiModes.end())
{
mGuiModes.erase(std::find(mGuiModes.begin(), mGuiModes.end(), mode));
}
mGuiModes.push_back(mode);
bool gameMode = !isGuiMode();
MWBase::Environment::get().getInputManager()->changeInputMode(!gameMode);
updateVisible();
}
void WindowManager::onCursorChange(const std::string &name)
{
mCursorManager->cursorChanged(name);
}
void WindowManager::popGuiMode()
{
if (!mGuiModes.empty())
mGuiModes.pop_back();
bool gameMode = !isGuiMode();
MWBase::Environment::get().getInputManager()->changeInputMode(!gameMode);
updateVisible();
}
void WindowManager::removeGuiMode(GuiMode mode)
{
std::vector<GuiMode>::iterator it = mGuiModes.begin();
while (it != mGuiModes.end())
{
if (*it == mode)
it = mGuiModes.erase(it);
else
++it;
}
bool gameMode = !isGuiMode();
MWBase::Environment::get().getInputManager()->changeInputMode(!gameMode);
updateVisible();
}
void WindowManager::goToJail(int days)
{
pushGuiMode(MWGui::GM_Jail);
mJailScreen->goToJail(days);
}
void WindowManager::setSelectedSpell(const std::string& spellId, int successChancePercent)
{
mSelectedSpell = spellId;
mSelectedEnchantItem = MWWorld::Ptr();
mHud->setSelectedSpell(spellId, successChancePercent);
const ESM::Spell* spell = mStore->get<ESM::Spell>().find(spellId);
mSpellWindow->setTitle(spell->mName);
}
void WindowManager::setSelectedEnchantItem(const MWWorld::Ptr& item)
{
mSelectedEnchantItem = item;
mSelectedSpell = "";
const ESM::Enchantment* ench = mStore->get<ESM::Enchantment>()
.find(item.getClass().getEnchantment(item));
int chargePercent = (item.getCellRef().getEnchantmentCharge() == -1) ? 100
: static_cast<int>(item.getCellRef().getEnchantmentCharge() / static_cast<float>(ench->mData.mCharge) * 100);
mHud->setSelectedEnchantItem(item, chargePercent);
mSpellWindow->setTitle(item.getClass().getName(item));
}
const MWWorld::Ptr &WindowManager::getSelectedEnchantItem() const
{
return mSelectedEnchantItem;
}
void WindowManager::setSelectedWeapon(const MWWorld::Ptr& item)
{
mSelectedWeapon = item;
int durabilityPercent =
static_cast<int>(item.getClass().getItemHealth(item) / static_cast<float>(item.getClass().getItemMaxHealth(item)) * 100);
mHud->setSelectedWeapon(item, durabilityPercent);
mInventoryWindow->setTitle(item.getClass().getName(item));
}
const MWWorld::Ptr &WindowManager::getSelectedWeapon() const
{
return mSelectedWeapon;
}
void WindowManager::unsetSelectedSpell()
{
mSelectedSpell = "";
mSelectedEnchantItem = MWWorld::Ptr();
mHud->unsetSelectedSpell();
MWWorld::Player* player = &MWBase::Environment::get().getWorld()->getPlayer();
if (player->getDrawState() == MWMechanics::DrawState_Spell)
player->setDrawState(MWMechanics::DrawState_Nothing);
mSpellWindow->setTitle("#{sNone}");
}
void WindowManager::unsetSelectedWeapon()
{
mSelectedWeapon = MWWorld::Ptr();
mHud->unsetSelectedWeapon();
mInventoryWindow->setTitle("#{sSkillHandtohand}");
}
void WindowManager::getMousePosition(int &x, int &y)
{
const MyGUI::IntPoint& pos = MyGUI::InputManager::getInstance().getMousePosition();
x = pos.left;
y = pos.top;
}
void WindowManager::getMousePosition(float &x, float &y)
{
const MyGUI::IntPoint& pos = MyGUI::InputManager::getInstance().getMousePosition();
x = static_cast<float>(pos.left);
y = static_cast<float>(pos.top);
const MyGUI::IntSize& viewSize = MyGUI::RenderManager::getInstance().getViewSize();
x /= viewSize.width;
y /= viewSize.height;
}
bool WindowManager::getWorldMouseOver()
{
return mHud->getWorldMouseOver();
}
void WindowManager::executeInConsole (const std::string& path)
{
mConsole->executeFile (path);
}
MWGui::DialogueWindow* WindowManager::getDialogueWindow() { return mDialogueWindow; }
MWGui::InventoryWindow* WindowManager::getInventoryWindow() { return mInventoryWindow; }
MWGui::CountDialog* WindowManager::getCountDialog() { return mCountDialog; }
MWGui::ConfirmationDialog* WindowManager::getConfirmationDialog() { return mConfirmationDialog; }
MWGui::TradeWindow* WindowManager::getTradeWindow() { return mTradeWindow; }
void WindowManager::useItem(const MWWorld::Ptr &item)
{
if (mInventoryWindow)
mInventoryWindow->useItem(item);
}
bool WindowManager::isAllowed (GuiWindow wnd) const
{
return (mAllowed & wnd) != 0;
}
void WindowManager::allow (GuiWindow wnd)
{
mAllowed = (GuiWindow)(mAllowed | wnd);
if (wnd & GW_Inventory)
{
mBookWindow->setInventoryAllowed (true);
mScrollWindow->setInventoryAllowed (true);
}
updateVisible();
}
void WindowManager::disallowAll()
{
mAllowed = GW_None;
mBookWindow->setInventoryAllowed (false);
mScrollWindow->setInventoryAllowed (false);
updateVisible();
}
void WindowManager::toggleVisible (GuiWindow wnd)
{
if (getMode() != GM_Inventory)
return;
mShown = (GuiWindow)(mShown ^ wnd);
updateVisible();
}
void WindowManager::forceHide(GuiWindow wnd)
{
mForceHidden = (GuiWindow)(mForceHidden | wnd);
updateVisible();
}
void WindowManager::unsetForceHide(GuiWindow wnd)
{
mForceHidden = (GuiWindow)(mForceHidden & ~wnd);
updateVisible();
}
bool WindowManager::isGuiMode() const
{
return !mGuiModes.empty() || (mMessageBoxManager && mMessageBoxManager->isInteractiveMessageBox());
}
bool WindowManager::isConsoleMode() const
{
if (!mGuiModes.empty() && mGuiModes.back()==GM_Console)
return true;
return false;
}
MWGui::GuiMode WindowManager::getMode() const
{
if (mGuiModes.empty())
return GM_None;
return mGuiModes.back();
}
std::map<int, MWMechanics::SkillValue > WindowManager::getPlayerSkillValues()
{
return mPlayerSkillValues;
}
std::map<int, MWMechanics::AttributeValue > WindowManager::getPlayerAttributeValues()
{
return mPlayerAttributes;
}
WindowManager::SkillList WindowManager::getPlayerMinorSkills()
{
return mPlayerMinorSkills;
}
WindowManager::SkillList WindowManager::getPlayerMajorSkills()
{
return mPlayerMajorSkills;
}
void WindowManager::disallowMouse()
{
mInputBlocker->setVisible (true);
}
void WindowManager::allowMouse()
{
mInputBlocker->setVisible (!isGuiMode ());
}
void WindowManager::notifyInputActionBound ()
{
mSettingsWindow->updateControlsBox ();
allowMouse();
}
bool WindowManager::containsMode(GuiMode mode) const
{
if(mGuiModes.empty())
return false;
return std::find(mGuiModes.begin(), mGuiModes.end(), mode) != mGuiModes.end();
}
void WindowManager::showCrosshair (bool show)
{
if (mHud)
mHud->setCrosshairVisible (show && mCrosshairEnabled);
}
void WindowManager::activateQuickKey (int index)
{
mQuickKeysMenu->activateQuickKey(index);
}
bool WindowManager::getSubtitlesEnabled ()
{
return mSubtitlesEnabled;
}
bool WindowManager::toggleGui()
{
mGuiEnabled = !mGuiEnabled;
updateVisible();
return mGuiEnabled;
}
bool WindowManager::getRestEnabled()
{
//Enable rest dialogue if character creation finished
if(mRestAllowed==false && MWBase::Environment::get().getWorld()->getGlobalFloat ("chargenstate")==-1)
mRestAllowed=true;
return mRestAllowed;
}
bool WindowManager::getPlayerSleeping ()
{
return mWaitDialog->getSleeping();
}
void WindowManager::wakeUpPlayer()
{
mWaitDialog->wakeUp();
}
void WindowManager::addVisitedLocation(const std::string& name, int x, int y)
{
mMap->addVisitedLocation (name, x, y);
}
void WindowManager::startSpellMaking(MWWorld::Ptr actor)
{
pushGuiMode(GM_SpellCreation);
mSpellCreationDialog->startSpellMaking (actor);
}
void WindowManager::startEnchanting (MWWorld::Ptr actor)
{
pushGuiMode(GM_Enchanting);
mEnchantingDialog->startEnchanting (actor);
}
void WindowManager::startSelfEnchanting(MWWorld::Ptr soulgem)
{
mEnchantingDialog->startSelfEnchanting(soulgem);
}
void WindowManager::startTraining(MWWorld::Ptr actor)
{
pushGuiMode(GM_Training);
mTrainingWindow->startTraining(actor);
}
void WindowManager::startRepair(MWWorld::Ptr actor)
{
pushGuiMode(GM_MerchantRepair);
mMerchantRepair->startRepair(actor);
}
void WindowManager::startRepairItem(MWWorld::Ptr item)
{
pushGuiMode(MWGui::GM_Repair);
mRepair->startRepairItem(item);
}
const Translation::Storage& WindowManager::getTranslationDataStorage() const
{
return mTranslationDataStorage;
}
void WindowManager::showCompanionWindow(MWWorld::Ptr actor)
{
pushGuiMode(MWGui::GM_Companion);
mCompanionWindow->openCompanion(actor);
}
void WindowManager::changePointer(const std::string &name)
{
MyGUI::PointerManager::getInstance().setPointer(name);
onCursorChange(name);
}
void WindowManager::showSoulgemDialog(MWWorld::Ptr item)
{
mSoulgemDialog->show(item);
MWBase::Environment::get().getInputManager()->changeInputMode(isGuiMode());
updateVisible();
}
void WindowManager::updatePlayer()
{
mInventoryWindow->updatePlayer();
const MWWorld::Ptr player = MWMechanics::getPlayer();
if (player.getClass().getNpcStats(player).isWerewolf())
{
setWerewolfOverlay(true);
forceHide((GuiWindow)(MWGui::GW_Inventory | MWGui::GW_Magic));
}
}
// Remove this method for MyGUI 3.2.2
void WindowManager::setKeyFocusWidget(MyGUI::Widget *widget)
{
if (widget == NULL)
MyGUI::InputManager::getInstance().resetKeyFocusWidget();
else
MyGUI::InputManager::getInstance().setKeyFocusWidget(widget);
onKeyFocusChanged(widget);
}
void WindowManager::onKeyFocusChanged(MyGUI::Widget *widget)
{
if (widget && widget->castType<MyGUI::EditBox>(false))
SDL_StartTextInput();
else
SDL_StopTextInput();
}
void WindowManager::setEnemy(const MWWorld::Ptr &enemy)
{
mHud->setEnemy(enemy);
}
Loading::Listener* WindowManager::getLoadingScreen()
{
return mLoadingScreen;
}
void WindowManager::startRecharge(MWWorld::Ptr soulgem)
{
mRecharge->start(soulgem);
}
bool WindowManager::getCursorVisible()
{
return mCursorVisible;
}
void WindowManager::trackWindow(Layout *layout, const std::string &name)
{
MyGUI::IntSize viewSize = MyGUI::RenderManager::getInstance().getViewSize();
MyGUI::IntPoint pos(static_cast<int>(Settings::Manager::getFloat(name + " x", "Windows") * viewSize.width),
static_cast<int>(Settings::Manager::getFloat(name + " y", "Windows") * viewSize.height));
MyGUI::IntSize size (static_cast<int>(Settings::Manager::getFloat(name + " w", "Windows") * viewSize.width),
static_cast<int>(Settings::Manager::getFloat(name + " h", "Windows") * viewSize.height));
layout->mMainWidget->setPosition(pos);
layout->mMainWidget->setSize(size);
MyGUI::Window* window = layout->mMainWidget->castType<MyGUI::Window>();
window->eventWindowChangeCoord += MyGUI::newDelegate(this, &WindowManager::onWindowChangeCoord);
mTrackedWindows[window] = name;
}
void WindowManager::onWindowChangeCoord(MyGUI::Window *_sender)
{
std::string setting = mTrackedWindows[_sender];
MyGUI::IntSize viewSize = MyGUI::RenderManager::getInstance().getViewSize();
float x = _sender->getPosition().left / float(viewSize.width);
float y = _sender->getPosition().top / float(viewSize.height);
float w = _sender->getSize().width / float(viewSize.width);
float h = _sender->getSize().height / float(viewSize.height);
Settings::Manager::setFloat(setting + " x", "Windows", x);
Settings::Manager::setFloat(setting + " y", "Windows", y);
Settings::Manager::setFloat(setting + " w", "Windows", w);
Settings::Manager::setFloat(setting + " h", "Windows", h);
}
void WindowManager::clear()
{
if (mLocalMapRender)
mLocalMapRender->clear();
mMap->clear();
mQuickKeysMenu->clear();
mMessageBoxManager->clear();
mTrainingWindow->resetReference();
mDialogueWindow->resetReference();
mTradeWindow->resetReference();
mSpellBuyingWindow->resetReference();
mSpellCreationDialog->resetReference();
mEnchantingDialog->resetReference();
mContainerWindow->resetReference();
mCompanionWindow->resetReference();
mConsole->resetReference();
mSelectedSpell.clear();
mCustomMarkers.clear();
mForceHidden = GW_None;
setWerewolfOverlay(false);
mGuiModes.clear();
MWBase::Environment::get().getInputManager()->changeInputMode(false);
updateVisible();
}
void WindowManager::write(ESM::ESMWriter &writer, Loading::Listener& progress)
{
mMap->write(writer, progress);
mQuickKeysMenu->write(writer);
if (!mSelectedSpell.empty())
{
writer.startRecord(ESM::REC_ASPL);
writer.writeHNString("ID__", mSelectedSpell);
writer.endRecord(ESM::REC_ASPL);
}
for (CustomMarkerCollection::ContainerType::const_iterator it = mCustomMarkers.begin(); it != mCustomMarkers.end(); ++it)
{
writer.startRecord(ESM::REC_MARK);
it->second.save(writer);
writer.endRecord(ESM::REC_MARK);
}
}
void WindowManager::readRecord(ESM::ESMReader &reader, uint32_t type)
{
if (type == ESM::REC_GMAP)
mMap->readRecord(reader, type);
else if (type == ESM::REC_KEYS)
mQuickKeysMenu->readRecord(reader, type);
else if (type == ESM::REC_ASPL)
{
reader.getSubNameIs("ID__");
std::string spell = reader.getHString();
if (mStore->get<ESM::Spell>().search(spell))
mSelectedSpell = spell;
}
else if (type == ESM::REC_MARK)
{
ESM::CustomMarker marker;
marker.load(reader);
mCustomMarkers.addMarker(marker, false);
}
}
int WindowManager::countSavedGameRecords() const
{
return 1 // Global map
+ 1 // QuickKeysMenu
+ mCustomMarkers.size()
+ (!mSelectedSpell.empty() ? 1 : 0);
}
bool WindowManager::isSavingAllowed() const
{
return !MyGUI::InputManager::getInstance().isModalAny()
// TODO: remove this, once we have properly serialized the state of open windows
&& (!isGuiMode() || (mGuiModes.size() == 1 && (getMode() == GM_MainMenu || getMode() == GM_Rest || getMode() == GM_RestBed)));
}
void WindowManager::playVideo(const std::string &name, bool allowSkipping)
{
mVideoWidget->playVideo("video\\" + name);
mVideoWidget->eventKeyButtonPressed.clear();
mVideoBackground->eventKeyButtonPressed.clear();
if (allowSkipping)
{
mVideoWidget->eventKeyButtonPressed += MyGUI::newDelegate(this, &WindowManager::onVideoKeyPressed);
mVideoBackground->eventKeyButtonPressed += MyGUI::newDelegate(this, &WindowManager::onVideoKeyPressed);
}
// Turn off all rendering except for the GUI
int oldUpdateMask = mViewer->getUpdateVisitor()->getTraversalMask();
int oldCullMask = mViewer->getCamera()->getCullMask();
mViewer->getUpdateVisitor()->setTraversalMask(MWRender::Mask_GUI);
mViewer->getCamera()->setCullMask(MWRender::Mask_GUI);
MyGUI::IntSize screenSize = MyGUI::RenderManager::getInstance().getViewSize();
sizeVideo(screenSize.width, screenSize.height);
MyGUI::Widget* oldKeyFocus = MyGUI::InputManager::getInstance().getKeyFocusWidget();
setKeyFocusWidget(mVideoWidget);
mVideoBackground->setVisible(true);
bool cursorWasVisible = mCursorVisible;
setCursorVisible(false);
if (mVideoWidget->hasAudioStream())
MWBase::Environment::get().getSoundManager()->pauseSounds(
MWBase::SoundManager::Play_TypeMask&(~MWBase::SoundManager::Play_TypeMovie));
while (mVideoWidget->update() && !MWBase::Environment::get().getStateManager()->hasQuitRequest())
{
MWBase::Environment::get().getInputManager()->update(0, true, false);
// at the time this function is called we are in the middle of a frame,
// so out of order calls are necessary to get a correct frameNumber for the next frame.
// refer to the advance() and frame() order in Engine::go()
mViewer->eventTraversal();
mViewer->updateTraversal();
mViewer->renderingTraversals();
mViewer->advance(mViewer->getFrameStamp()->getSimulationTime());
}
mVideoWidget->stop();
MWBase::Environment::get().getSoundManager()->resumeSounds();
setKeyFocusWidget(oldKeyFocus);
setCursorVisible(cursorWasVisible);
// Restore normal rendering
mViewer->getUpdateVisitor()->setTraversalMask(oldUpdateMask);
mViewer->getCamera()->setCullMask(oldCullMask);
mVideoBackground->setVisible(false);
}
void WindowManager::sizeVideo(int screenWidth, int screenHeight)
{
// Use black bars to correct aspect ratio
bool stretch = Settings::Manager::getBool("stretch menu background", "GUI");
mVideoBackground->setSize(screenWidth, screenHeight);
mVideoWidget->autoResize(stretch);
}
void WindowManager::exitCurrentModal()
{
if (!mCurrentModals.empty())
mCurrentModals.top()->exit();
}
void WindowManager::removeCurrentModal(WindowModal* input)
{
// Only remove the top if it matches the current pointer. A lot of things hide their visibility before showing it,
//so just popping the top would cause massive issues.
if(!mCurrentModals.empty())
if(input == mCurrentModals.top())
mCurrentModals.pop();
}
void WindowManager::onVideoKeyPressed(MyGUI::Widget *_sender, MyGUI::KeyCode _key, MyGUI::Char _char)
{
if (_key == MyGUI::KeyCode::Escape)
mVideoWidget->stop();
}
void WindowManager::pinWindow(GuiWindow window)
{
switch (window)
{
case GW_Inventory:
mInventoryWindow->setPinned(true);
break;
case GW_Map:
mMap->setPinned(true);
break;
case GW_Magic:
mSpellWindow->setPinned(true);
break;
case GW_Stats:
mStatsWindow->setPinned(true);
break;
default:
break;
}
updateVisible();
}
void WindowManager::fadeScreenIn(const float time, bool clearQueue)
{
if (clearQueue)
mScreenFader->clearQueue();
mScreenFader->fadeOut(time);
}
void WindowManager::fadeScreenOut(const float time, bool clearQueue)
{
if (clearQueue)
mScreenFader->clearQueue();
mScreenFader->fadeIn(time);
}
void WindowManager::fadeScreenTo(const int percent, const float time, bool clearQueue)
{
if (clearQueue)
mScreenFader->clearQueue();
mScreenFader->fadeTo(percent, time);
}
void WindowManager::setBlindness(const int percent)
{
mBlindnessFader->notifyAlphaChanged(percent / 100.f);
}
void WindowManager::activateHitOverlay(bool interrupt)
{
if (!mHitFaderEnabled)
return;
if (!interrupt && !mHitFader->isEmpty())
return;
mHitFader->clearQueue();
mHitFader->fadeTo(100, 0.0f);
mHitFader->fadeTo(0, 0.5f);
}
void WindowManager::setWerewolfOverlay(bool set)
{
if (!mWerewolfOverlayEnabled)
return;
if (mWerewolfFader)
mWerewolfFader->notifyAlphaChanged(set ? 1.0f : 0.0f);
}
void WindowManager::onClipboardChanged(const std::string &_type, const std::string &_data)
{
if (_type == "Text")
SDL_SetClipboardText(MyGUI::TextIterator::getOnlyText(MyGUI::UString(_data)).asUTF8().c_str());
}
void WindowManager::onClipboardRequested(const std::string &_type, std::string &_data)
{
if (_type != "Text")
return;
char* text=0;
text = SDL_GetClipboardText();
if (text)
{
// MyGUI's clipboard might still have color information, to retain that information, only set the new text
// if it actually changed (clipboard inserted by an external application)
if (MyGUI::TextIterator::getOnlyText(_data) != text)
_data = text;
}
SDL_free(text);
}
void WindowManager::toggleDebugWindow()
{
mDebugWindow->setVisible(!mDebugWindow->isVisible());
}
void WindowManager::cycleSpell(bool next)
{
mSpellWindow->cycle(next);
}
void WindowManager::cycleWeapon(bool next)
{
mInventoryWindow->cycle(next);
}
void WindowManager::setConsoleSelectedObject(const MWWorld::Ptr &object)
{
mConsole->setSelectedObject(object);
}
void WindowManager::updateSpellWindow()
{
if (mSpellWindow)
mSpellWindow->updateSpells();
}
void WindowManager::startTravel(const MWWorld::Ptr &actor)
{
pushGuiMode(GM_Travel);
mTravelWindow->startTravel(actor);
}
void WindowManager::startSpellBuying(const MWWorld::Ptr &actor)
{
pushGuiMode(GM_SpellBuying);
mSpellBuyingWindow->startSpellBuying(actor);
}
void WindowManager::startTrade(const MWWorld::Ptr &actor)
{
pushGuiMode(GM_Barter);
mTradeWindow->startTrade(actor);
}
void WindowManager::openContainer(const MWWorld::Ptr &container, bool loot)
{
pushGuiMode(GM_Container);
mContainerWindow->openContainer(container, loot);
}
void WindowManager::showBook(const MWWorld::Ptr &item, bool showTakeButton)
{
pushGuiMode(GM_Book);
mBookWindow->openBook(item, showTakeButton);
}
void WindowManager::showScroll(const MWWorld::Ptr &item, bool showTakeButton)
{
pushGuiMode(GM_Scroll);
mScrollWindow->openScroll(item, showTakeButton);
}
std::string WindowManager::correctIconPath(const std::string& path)
{
return Misc::ResourceHelpers::correctIconPath(path, mResourceSystem->getVFS());
}
std::string WindowManager::correctBookartPath(const std::string& path, int width, int height)
{
return Misc::ResourceHelpers::correctBookartPath(path, width, height, mResourceSystem->getVFS());
}
std::string WindowManager::correctTexturePath(const std::string& path)
{
return Misc::ResourceHelpers::correctTexturePath(path, mResourceSystem->getVFS());
}
bool WindowManager::textureExists(const std::string &path)
{
std::string corrected = Misc::ResourceHelpers::correctTexturePath(path, mResourceSystem->getVFS());
return mResourceSystem->getVFS()->exists(corrected);
}
void WindowManager::createCursors()
{
MyGUI::ResourceManager::EnumeratorPtr enumerator = MyGUI::ResourceManager::getInstance().getEnumerator();
while (enumerator.next())
{
MyGUI::IResource* resource = enumerator.current().second;
ResourceImageSetPointerFix* imgSetPointer = resource->castType<ResourceImageSetPointerFix>(false);
if (!imgSetPointer)
continue;
std::string tex_name = imgSetPointer->getImageSet()->getIndexInfo(0,0).texture;
osg::ref_ptr<osg::Image> image = mResourceSystem->getImageManager()->getImage(tex_name);
if(image.valid())
{
//everything looks good, send it to the cursor manager
Uint8 hotspot_x = imgSetPointer->getHotSpot().left;
Uint8 hotspot_y = imgSetPointer->getHotSpot().top;
int rotation = imgSetPointer->getRotation();
mCursorManager->createCursor(imgSetPointer->getResourceName(), rotation, image, hotspot_x, hotspot_y);
}
}
}
void WindowManager::createTextures()
{
{
MyGUI::ITexture* tex = MyGUI::RenderManager::getInstance().createTexture("white");
tex->createManual(8, 8, MyGUI::TextureUsage::Write, MyGUI::PixelFormat::R8G8B8);
unsigned char* data = reinterpret_cast<unsigned char*>(tex->lock(MyGUI::TextureUsage::Write));
for (int x=0; x<8; ++x)
for (int y=0; y<8; ++y)
{
*(data++) = 255;
*(data++) = 255;
*(data++) = 255;
}
tex->unlock();
}
{
MyGUI::ITexture* tex = MyGUI::RenderManager::getInstance().createTexture("black");
tex->createManual(8, 8, MyGUI::TextureUsage::Write, MyGUI::PixelFormat::R8G8B8);
unsigned char* data = reinterpret_cast<unsigned char*>(tex->lock(MyGUI::TextureUsage::Write));
for (int x=0; x<8; ++x)
for (int y=0; y<8; ++y)
{
*(data++) = 0;
*(data++) = 0;
*(data++) = 0;
}
tex->unlock();
}
{
MyGUI::ITexture* tex = MyGUI::RenderManager::getInstance().createTexture("transparent");
tex->createManual(8, 8, MyGUI::TextureUsage::Write, MyGUI::PixelFormat::R8G8B8A8);
setMenuTransparency(Settings::Manager::getFloat("menu transparency", "GUI"));
}
}
void WindowManager::setMenuTransparency(float value)
{
MyGUI::ITexture* tex = MyGUI::RenderManager::getInstance().getTexture("transparent");
unsigned char* data = reinterpret_cast<unsigned char*>(tex->lock(MyGUI::TextureUsage::Write));
for (int x=0; x<8; ++x)
for (int y=0; y<8; ++y)
{
*(data++) = 255;
*(data++) = 255;
*(data++) = 255;
*(data++) = static_cast<unsigned char>(value*255);
}
tex->unlock();
}
void WindowManager::removeCell(MWWorld::CellStore *cell)
{
mLocalMapRender->removeCell(cell);
}
void WindowManager::writeFog(MWWorld::CellStore *cell)
{
mLocalMapRender->saveFogOfWar(cell);
}
}