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444 lines
16 KiB
C++
444 lines
16 KiB
C++
#ifndef GAME_MWBASE_WINDOWMANAGER_H
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#define GAME_MWBASE_WINDOWMANAGER_H
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#include <stdint.h>
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#include <string>
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#include <vector>
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#include <map>
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#include <set>
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#include <MyGUI_KeyCode.h>
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#include "../mwgui/mode.hpp"
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namespace Loading
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{
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class Listener;
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}
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namespace Translation
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{
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class Storage;
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}
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namespace MyGUI
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{
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class Gui;
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class Widget;
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class UString;
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}
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namespace ESM
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{
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struct Class;
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class ESMReader;
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class ESMWriter;
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struct CellId;
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}
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namespace MWMechanics
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{
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class AttributeValue;
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template<typename T>
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class DynamicStat;
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class SkillValue;
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}
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namespace MWWorld
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{
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class CellStore;
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class Ptr;
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}
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namespace MWGui
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{
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class Layout;
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class Console;
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class SpellWindow;
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class TradeWindow;
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class TravelWindow;
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class SpellBuyingWindow;
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class ConfirmationDialog;
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class CountDialog;
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class ScrollWindow;
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class BookWindow;
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class InventoryWindow;
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class ContainerWindow;
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class DialogueWindow;
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class WindowModal;
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class JailScreen;
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enum ShowInDialogueMode {
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ShowInDialogueMode_IfPossible,
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ShowInDialogueMode_Only,
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ShowInDialogueMode_Never
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};
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struct TextColours;
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}
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namespace SFO
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{
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class CursorManager;
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}
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namespace MWBase
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{
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/// \brief Interface for widnow manager (implemented in MWGui)
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class WindowManager
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{
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WindowManager (const WindowManager&);
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///< not implemented
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WindowManager& operator= (const WindowManager&);
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///< not implemented
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public:
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typedef std::vector<int> SkillList;
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WindowManager() {}
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virtual ~WindowManager() {}
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/// @note This method will block until the video finishes playing
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/// (and will continually update the window while doing so)
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virtual void playVideo(const std::string& name, bool allowSkipping) = 0;
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virtual void setNewGame(bool newgame) = 0;
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virtual void pushGuiMode (MWGui::GuiMode mode, const MWWorld::Ptr& arg) = 0;
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virtual void pushGuiMode (MWGui::GuiMode mode) = 0;
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virtual void popGuiMode(bool noSound=false) = 0;
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virtual void removeGuiMode (MWGui::GuiMode mode, bool noSound=false) = 0;
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///< can be anywhere in the stack
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virtual void goToJail(int days) = 0;
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virtual void updatePlayer() = 0;
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virtual MWGui::GuiMode getMode() const = 0;
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virtual bool containsMode(MWGui::GuiMode) const = 0;
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virtual bool isGuiMode() const = 0;
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virtual bool isConsoleMode() const = 0;
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virtual void toggleVisible (MWGui::GuiWindow wnd) = 0;
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virtual void forceHide(MWGui::GuiWindow wnd) = 0;
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virtual void unsetForceHide(MWGui::GuiWindow wnd) = 0;
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/// Disallow all inventory mode windows
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virtual void disallowAll() = 0;
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/// Allow one or more windows
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virtual void allow (MWGui::GuiWindow wnd) = 0;
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virtual bool isAllowed (MWGui::GuiWindow wnd) const = 0;
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/// \todo investigate, if we really need to expose every single lousy UI element to the outside world
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virtual MWGui::InventoryWindow* getInventoryWindow() = 0;
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virtual MWGui::CountDialog* getCountDialog() = 0;
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virtual MWGui::ConfirmationDialog* getConfirmationDialog() = 0;
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virtual MWGui::TradeWindow* getTradeWindow() = 0;
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/*
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Start of tes3mp addition
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Make it possible to get the ContainerWindow from elsewhere
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in the code
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*/
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virtual MWGui::ContainerWindow* getContainerWindow() = 0;
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/*
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End of tes3mp addition
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*/
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/// Make the player use an item, while updating GUI state accordingly
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virtual void useItem(const MWWorld::Ptr& item, bool force=false) = 0;
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virtual void updateSpellWindow() = 0;
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virtual void setConsoleSelectedObject(const MWWorld::Ptr& object) = 0;
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/*
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Start of tes3mp addition
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Allow the direct setting of a console's Ptr, without the assumption that an object
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was clicked and that key focus should be restored to the console window, for console
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commands executed via server scripts
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*/
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virtual void setConsolePtr(const MWWorld::Ptr& object) = 0;
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/*
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End of tes3mp addition
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*/
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/*
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Start of tes3mp addition
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Allow the clearing of the console's Ptr from elsewhere in the code, so that
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Ptrs used in console commands run from server scripts do not stay selected
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*/
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virtual void clearConsolePtr() = 0;
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/*
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End of tes3mp addition
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*/
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/// Set value for the given ID.
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virtual void setValue (const std::string& id, const MWMechanics::AttributeValue& value) = 0;
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virtual void setValue (int parSkill, const MWMechanics::SkillValue& value) = 0;
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virtual void setValue (const std::string& id, const MWMechanics::DynamicStat<float>& value) = 0;
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virtual void setValue (const std::string& id, const std::string& value) = 0;
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virtual void setValue (const std::string& id, int value) = 0;
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/// Set time left for the player to start drowning (update the drowning bar)
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/// @param time time left to start drowning
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/// @param maxTime how long we can be underwater (in total) until drowning starts
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virtual void setDrowningTimeLeft (float time, float maxTime) = 0;
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virtual void setPlayerClass (const ESM::Class &class_) = 0;
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///< set current class of player
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virtual void configureSkills (const SkillList& major, const SkillList& minor) = 0;
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///< configure skill groups, each set contains the skill ID for that group.
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virtual void updateSkillArea() = 0;
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///< update display of skills, factions, birth sign, reputation and bounty
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virtual void changeCell(const MWWorld::CellStore* cell) = 0;
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///< change the active cell
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/*
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Start of tes3mp addition
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Allow the setting of the image data for a global map tile from elsewhere
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in the code
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*/
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virtual void setGlobalMapImage(int cellX, int cellY, const std::vector<char>& imageData) = 0;
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/*
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End of tes3mp addition
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*/
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virtual void setFocusObject(const MWWorld::Ptr& focus) = 0;
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virtual void setFocusObjectScreenCoords(float min_x, float min_y, float max_x, float max_y) = 0;
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virtual void setCursorVisible(bool visible) = 0;
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virtual void setCursorActive(bool active) = 0;
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virtual void getMousePosition(int &x, int &y) = 0;
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virtual void getMousePosition(float &x, float &y) = 0;
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virtual void setDragDrop(bool dragDrop) = 0;
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/*
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Start of tes3mp addition
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Allow the completion of a drag and drop from elsewhere in the code
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*/
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virtual void finishDragDrop() = 0;
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/*
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End of tes3mp addition
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*/
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virtual bool getWorldMouseOver() = 0;
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virtual bool toggleFogOfWar() = 0;
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virtual bool toggleFullHelp() = 0;
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///< show extra info in item tooltips (owner, script)
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virtual bool getFullHelp() const = 0;
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virtual void setActiveMap(int x, int y, bool interior) = 0;
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///< set the indices of the map texture that should be used
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/// sets the visibility of the drowning bar
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virtual void setDrowningBarVisibility(bool visible) = 0;
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/// sets the visibility of the hud health/magicka/stamina bars
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virtual void setHMSVisibility(bool visible) = 0;
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/// sets the visibility of the hud minimap
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virtual void setMinimapVisibility(bool visible) = 0;
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virtual void setWeaponVisibility(bool visible) = 0;
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virtual void setSpellVisibility(bool visible) = 0;
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virtual void setSneakVisibility(bool visible) = 0;
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/// activate selected quick key
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virtual void activateQuickKey (int index) = 0;
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/// update activated quick key state (if action executing was delayed for some reason)
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virtual void updateActivatedQuickKey () = 0;
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/*
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Start of tes3mp addition
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Make it possible to add quickKeys from elsewhere in the code
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*/
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virtual void setQuickKey(int slot, int quickKeyType, MWWorld::Ptr item, const std::string& spellId = "") = 0;
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/*
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End of tes3mp addition
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*/
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virtual std::string getSelectedSpell() = 0;
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virtual void setSelectedSpell(const std::string& spellId, int successChancePercent) = 0;
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virtual void setSelectedEnchantItem(const MWWorld::Ptr& item) = 0;
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virtual const MWWorld::Ptr& getSelectedEnchantItem() const = 0;
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virtual void setSelectedWeapon(const MWWorld::Ptr& item) = 0;
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virtual const MWWorld::Ptr& getSelectedWeapon() const = 0;
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virtual void unsetSelectedSpell() = 0;
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virtual void unsetSelectedWeapon() = 0;
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virtual void showCrosshair(bool show) = 0;
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virtual bool getSubtitlesEnabled() = 0;
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virtual bool toggleHud() = 0;
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virtual void disallowMouse() = 0;
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virtual void allowMouse() = 0;
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virtual void notifyInputActionBound() = 0;
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virtual void addVisitedLocation(const std::string& name, int x, int y) = 0;
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/// Hides dialog and schedules dialog to be deleted.
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virtual void removeDialog(MWGui::Layout* dialog) = 0;
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///Gracefully attempts to exit the topmost GUI mode
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/** No guarantee of actually closing the window **/
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virtual void exitCurrentGuiMode() = 0;
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virtual void messageBox (const std::string& message, enum MWGui::ShowInDialogueMode showInDialogueMode = MWGui::ShowInDialogueMode_IfPossible) = 0;
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virtual void staticMessageBox(const std::string& message) = 0;
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virtual void removeStaticMessageBox() = 0;
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virtual void interactiveMessageBox (const std::string& message,
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const std::vector<std::string>& buttons = std::vector<std::string>(), bool block=false) = 0;
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/// returns the index of the pressed button or -1 if no button was pressed (->MessageBoxmanager->InteractiveMessageBox)
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virtual int readPressedButton() = 0;
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/*
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Start of tes3mp addition
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Allow the reading of a pressed button without resetting it
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*/
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virtual int readPressedButton(bool reset) = 0;
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/*
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End of tes3mp addition
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*/
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virtual void onFrame (float frameDuration) = 0;
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/// \todo get rid of this stuff. Move it to the respective UI element classes, if needed.
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virtual std::map<int, MWMechanics::SkillValue > getPlayerSkillValues() = 0;
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virtual std::map<int, MWMechanics::AttributeValue > getPlayerAttributeValues() = 0;
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virtual SkillList getPlayerMinorSkills() = 0;
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virtual SkillList getPlayerMajorSkills() = 0;
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/**
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* Fetches a GMST string from the store, if there is no setting with the given
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* ID or it is not a string the default string is returned.
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*
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* @param id Identifier for the GMST setting, e.g. "aName"
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* @param default Default value if the GMST setting cannot be used.
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*/
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virtual std::string getGameSettingString(const std::string &id, const std::string &default_) = 0;
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virtual void processChangedSettings(const std::set< std::pair<std::string, std::string> >& changed) = 0;
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virtual void windowResized(int x, int y) = 0;
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virtual void executeInConsole (const std::string& path) = 0;
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/*
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Start of tes3mp addition
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Allow the execution of console commands from elsewhere in the code
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*/
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virtual void executeCommandInConsole(const std::string& command) = 0;
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/*
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End of tes3mp addition
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*/
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virtual void enableRest() = 0;
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virtual bool getRestEnabled() = 0;
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virtual bool getJournalAllowed() = 0;
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virtual bool getPlayerSleeping() = 0;
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virtual void wakeUpPlayer() = 0;
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virtual void showSoulgemDialog (MWWorld::Ptr item) = 0;
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virtual void changePointer (const std::string& name) = 0;
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virtual void setEnemy (const MWWorld::Ptr& enemy) = 0;
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virtual const Translation::Storage& getTranslationDataStorage() const = 0;
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/// Warning: do not use MyGUI::InputManager::setKeyFocusWidget directly. Instead use this.
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virtual void setKeyFocusWidget (MyGUI::Widget* widget) = 0;
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virtual Loading::Listener* getLoadingScreen() = 0;
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/// Should the cursor be visible?
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virtual bool getCursorVisible() = 0;
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/// Clear all savegame-specific data
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virtual void clear() = 0;
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virtual void write (ESM::ESMWriter& writer, Loading::Listener& progress) = 0;
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virtual void readRecord (ESM::ESMReader& reader, uint32_t type) = 0;
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virtual int countSavedGameRecords() const = 0;
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/// Does the current stack of GUI-windows permit saving?
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virtual bool isSavingAllowed() const = 0;
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/// Send exit command to active Modal window
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virtual void exitCurrentModal() = 0;
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/// Sets the current Modal
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/** Used to send exit command to active Modal when Esc is pressed **/
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virtual void addCurrentModal(MWGui::WindowModal* input) = 0;
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/// Removes the top Modal
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/** Used when one Modal adds another Modal
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\param input Pointer to the current modal, to ensure proper modal is removed **/
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virtual void removeCurrentModal(MWGui::WindowModal* input) = 0;
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virtual void pinWindow (MWGui::GuiWindow window) = 0;
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/// Fade the screen in, over \a time seconds
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virtual void fadeScreenIn(const float time, bool clearQueue=true, float delay=0.f) = 0;
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/// Fade the screen out to black, over \a time seconds
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virtual void fadeScreenOut(const float time, bool clearQueue=true, float delay=0.f) = 0;
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/// Fade the screen to a specified percentage of black, over \a time seconds
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virtual void fadeScreenTo(const int percent, const float time, bool clearQueue=true, float delay=0.f) = 0;
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/// Darken the screen to a specified percentage
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virtual void setBlindness(const int percent) = 0;
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virtual void activateHitOverlay(bool interrupt=true) = 0;
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virtual void setWerewolfOverlay(bool set) = 0;
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virtual void toggleDebugWindow() = 0;
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/// Cycle to next or previous spell
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virtual void cycleSpell(bool next) = 0;
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/// Cycle to next or previous weapon
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virtual void cycleWeapon(bool next) = 0;
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virtual void playSound(const std::string& soundId, float volume = 1.f, float pitch = 1.f) = 0;
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// In WindowManager for now since there isn't a VFS singleton
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virtual std::string correctIconPath(const std::string& path) = 0;
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virtual std::string correctBookartPath(const std::string& path, int width, int height, bool* exists = nullptr) = 0;
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virtual std::string correctTexturePath(const std::string& path) = 0;
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virtual bool textureExists(const std::string& path) = 0;
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virtual void removeCell(MWWorld::CellStore* cell) = 0;
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virtual void writeFog(MWWorld::CellStore* cell) = 0;
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virtual const MWGui::TextColours& getTextColours() = 0;
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virtual bool injectKeyPress(MyGUI::KeyCode key, unsigned int text) = 0;
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};
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}
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#endif
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