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88 lines
2.2 KiB
C++
88 lines
2.2 KiB
C++
#ifndef MWGUI_WINDOW_BASE_H
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#define MWGUI_WINDOW_BASE_H
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#include "layout.hpp"
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namespace MWBase
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{
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class WindowManager;
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}
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namespace MWWorld
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{
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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 WindowManager;
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class DragAndDrop;
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class WindowBase: public Layout
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{
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public:
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WindowBase(const std::string& parLayout);
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virtual MyGUI::Widget* getDefaultKeyFocus() { return NULL; }
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// Events
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typedef MyGUI::delegates::CMultiDelegate1<WindowBase*> EventHandle_WindowBase;
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/// Open this object in the GUI, for windows that support it
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virtual void setPtr(const MWWorld::Ptr& ptr) {}
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/// Called every frame if the window is in an active GUI mode
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virtual void onFrame(float duration) {}
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/// Notify that window has been made visible
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virtual void onOpen() {}
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/// Notify that window has been hidden
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virtual void onClose () {}
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/// Gracefully exits the window
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virtual bool exit() {return true;}
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/// Sets the visibility of the window
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virtual void setVisible(bool visible);
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/// Returns the visibility state of the window
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bool isVisible();
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void center();
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/// Clear any state specific to the running game
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virtual void clear() {}
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/// Called when GUI viewport changes size
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virtual void onResChange(int width, int height) {}
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};
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/*
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* "Modal" windows cause the rest of the interface to be inaccessible while they are visible
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*/
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class WindowModal : public WindowBase
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{
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public:
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WindowModal(const std::string& parLayout);
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virtual void onOpen() override;
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virtual void onClose() override;
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virtual bool exit() override {return true;}
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};
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/// A window that cannot be the target of a drag&drop action.
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/// When hovered with a drag item, the window will become transparent and allow click-through.
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class NoDrop
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{
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public:
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NoDrop(DragAndDrop* drag, MyGUI::Widget* widget);
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void onFrame(float dt);
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virtual void setAlpha(float alpha);
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private:
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MyGUI::Widget* mWidget;
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DragAndDrop* mDrag;
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bool mTransparent;
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};
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}
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#endif
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