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

124 lines
3.7 KiB
C++

#ifndef OPENMW_GAME_MWGUI_HUD_H
#define OPENMW_GAME_MWGUI_HUD_H
#include "mapwindow.hpp"
#include "../mwmechanics/stat.hpp"
namespace MWWorld
{
class Ptr;
}
namespace MWGui
{
class DragAndDrop;
class SpellIcons;
class ItemWidget;
class HUD : public Layout, public LocalMapBase
{
public:
HUD(CustomMarkerCollection& customMarkers, DragAndDrop* dragAndDrop, MWRender::LocalMap* localMapRender);
virtual ~HUD();
void setValue (const std::string& id, const MWMechanics::DynamicStat<float>& value);
/// Set time left for the player to start drowning
/// @param time time left to start drowning
/// @param maxTime how long we can be underwater (in total) until drowning starts
void setDrowningTimeLeft(float time, float maxTime);
void setDrowningBarVisible(bool visible);
void setHmsVisible(bool visible);
void setWeapVisible(bool visible);
void setSpellVisible(bool visible);
void setSneakVisible(bool visible);
void setEffectVisible(bool visible);
void setMinimapVisible(bool visible);
void setSelectedSpell(const std::string& spellId, int successChancePercent);
void setSelectedEnchantItem(const MWWorld::Ptr& item, int chargePercent);
void setSelectedWeapon(const MWWorld::Ptr& item, int durabilityPercent);
void unsetSelectedSpell();
void unsetSelectedWeapon();
void setCrosshairVisible(bool visible);
void setCrosshairOwned(bool owned);
void onFrame(float dt);
void setCellName(const std::string& cellName);
bool getWorldMouseOver() { return mWorldMouseOver; }
MyGUI::Widget* getEffectBox() { return mEffectBox; }
void update();
void setEnemy(const MWWorld::Ptr& enemy);
void resetEnemy();
private:
MyGUI::ProgressBar *mHealth, *mMagicka, *mStamina, *mEnemyHealth, *mDrowning;
MyGUI::Widget* mHealthFrame;
MyGUI::Widget *mWeapBox, *mSpellBox, *mSneakBox;
ItemWidget *mWeapImage, *mSpellImage;
MyGUI::ProgressBar *mWeapStatus, *mSpellStatus;
MyGUI::Widget *mEffectBox, *mMinimapBox;
MyGUI::Button* mMinimapButton;
MyGUI::ScrollView* mMinimap;
MyGUI::ImageBox* mCompass;
MyGUI::ImageBox* mCrosshair;
MyGUI::TextBox* mCellNameBox;
MyGUI::TextBox* mWeaponSpellBox;
MyGUI::Widget *mDrowningFrame, *mDrowningFlash;
// bottom left elements
int mHealthManaStaminaBaseLeft, mWeapBoxBaseLeft, mSpellBoxBaseLeft, mSneakBoxBaseLeft;
// bottom right elements
int mMinimapBoxBaseRight, mEffectBoxBaseRight;
DragAndDrop* mDragAndDrop;
std::string mCellName;
float mCellNameTimer;
std::string mWeaponName;
std::string mSpellName;
float mWeaponSpellTimer;
bool mMapVisible;
bool mWeaponVisible;
bool mSpellVisible;
bool mWorldMouseOver;
SpellIcons* mSpellIcons;
int mEnemyActorId;
float mEnemyHealthTimer;
bool mIsDrowning;
float mDrowningFlashTheta;
void onWorldClicked(MyGUI::Widget* _sender);
void onWorldMouseOver(MyGUI::Widget* _sender, int x, int y);
void onWorldMouseLostFocus(MyGUI::Widget* _sender, MyGUI::Widget* _new);
void onHMSClicked(MyGUI::Widget* _sender);
void onWeaponClicked(MyGUI::Widget* _sender);
void onMagicClicked(MyGUI::Widget* _sender);
void onMapClicked(MyGUI::Widget* _sender);
// LocalMapBase
virtual void customMarkerCreated(MyGUI::Widget* marker);
virtual void doorMarkerCreated(MyGUI::Widget* marker);
void updateEnemyHealthBar();
void updatePositions();
};
}
#endif