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

633 lines
26 KiB
C++

#include "statswindow.hpp"
#include <MyGUI_Window.h>
#include <MyGUI_ScrollView.h>
#include <MyGUI_ProgressBar.h>
#include <MyGUI_ImageBox.h>
#include <MyGUI_Gui.h>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/player.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwmechanics/npcstats.hpp"
#include "../mwmechanics/actorutil.hpp"
#include "tooltips.hpp"
namespace MWGui
{
const int StatsWindow::sLineHeight = 18;
StatsWindow::StatsWindow (DragAndDrop* drag)
: WindowPinnableBase("openmw_stats_window.layout")
, NoDrop(drag, mMainWidget)
, mSkillView(NULL)
, mMajorSkills()
, mMinorSkills()
, mMiscSkills()
, mSkillValues()
, mSkillWidgetMap()
, mFactionWidgetMap()
, mFactions()
, mBirthSignId()
, mReputation(0)
, mBounty(0)
, mSkillWidgets()
, mChanged(true)
{
setCoord(0,0,498, 342);
const char *names[][2] =
{
{ "Attrib1", "sAttributeStrength" },
{ "Attrib2", "sAttributeIntelligence" },
{ "Attrib3", "sAttributeWillpower" },
{ "Attrib4", "sAttributeAgility" },
{ "Attrib5", "sAttributeSpeed" },
{ "Attrib6", "sAttributeEndurance" },
{ "Attrib7", "sAttributePersonality" },
{ "Attrib8", "sAttributeLuck" },
{ 0, 0 }
};
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
for (int i=0; names[i][0]; ++i)
{
setText (names[i][0], store.get<ESM::GameSetting>().find (names[i][1])->getString());
}
getWidget(mSkillView, "SkillView");
getWidget(mLeftPane, "LeftPane");
getWidget(mRightPane, "RightPane");
for (int i = 0; i < ESM::Skill::Length; ++i)
{
mSkillValues.insert(std::pair<int, MWMechanics::SkillValue >(i, MWMechanics::SkillValue()));
mSkillWidgetMap.insert(std::pair<int, MyGUI::TextBox*>(i, (MyGUI::TextBox*)NULL));
}
MyGUI::Window* t = mMainWidget->castType<MyGUI::Window>();
t->eventWindowChangeCoord += MyGUI::newDelegate(this, &StatsWindow::onWindowResize);
}
void StatsWindow::onMouseWheel(MyGUI::Widget* _sender, int _rel)
{
if (mSkillView->getViewOffset().top + _rel*0.3 > 0)
mSkillView->setViewOffset(MyGUI::IntPoint(0, 0));
else
mSkillView->setViewOffset(MyGUI::IntPoint(0, static_cast<int>(mSkillView->getViewOffset().top + _rel*0.3)));
}
void StatsWindow::onWindowResize(MyGUI::Window* window)
{
mLeftPane->setCoord( MyGUI::IntCoord(0, 0, static_cast<int>(0.44*window->getSize().width), window->getSize().height) );
mRightPane->setCoord( MyGUI::IntCoord(static_cast<int>(0.44*window->getSize().width), 0, static_cast<int>(0.56*window->getSize().width), window->getSize().height) );
// Canvas size must be expressed with VScroll disabled, otherwise MyGUI would expand the scroll area when the scrollbar is hidden
mSkillView->setVisibleVScroll(false);
mSkillView->setCanvasSize (mSkillView->getWidth(), mSkillView->getCanvasSize().height);
mSkillView->setVisibleVScroll(true);
}
void StatsWindow::setBar(const std::string& name, const std::string& tname, int val, int max)
{
MyGUI::ProgressBar* pt;
getWidget(pt, name);
pt->setProgressRange(max);
pt->setProgressPosition(val);
std::stringstream out;
out << val << "/" << max;
setText(tname, out.str().c_str());
}
void StatsWindow::setPlayerName(const std::string& playerName)
{
mMainWidget->castType<MyGUI::Window>()->setCaption(playerName);
}
void StatsWindow::setValue (const std::string& id, const MWMechanics::AttributeValue& value)
{
static const char *ids[] =
{
"AttribVal1", "AttribVal2", "AttribVal3", "AttribVal4", "AttribVal5",
"AttribVal6", "AttribVal7", "AttribVal8",
0
};
for (int i=0; ids[i]; ++i)
if (ids[i]==id)
{
std::ostringstream valueString;
valueString << value.getModified();
setText (id, valueString.str());
MyGUI::TextBox* box;
getWidget(box, id);
if (value.getModified()>value.getBase())
box->_setWidgetState("increased");
else if (value.getModified()<value.getBase())
box->_setWidgetState("decreased");
else
box->_setWidgetState("normal");
break;
}
}
void StatsWindow::setValue (const std::string& id, const MWMechanics::DynamicStat<float>& value)
{
int current = std::max(0, static_cast<int>(value.getCurrent()));
int modified = static_cast<int>(value.getModified());
setBar (id, id + "T", current, modified);
// health, magicka, fatigue tooltip
MyGUI::Widget* w;
std::string valStr = MyGUI::utility::toString(current) + "/" + MyGUI::utility::toString(modified);
if (id == "HBar")
{
getWidget(w, "Health");
w->setUserString("Caption_HealthDescription", "#{sHealthDesc}\n" + valStr);
}
else if (id == "MBar")
{
getWidget(w, "Magicka");
w->setUserString("Caption_HealthDescription", "#{sMagDesc}\n" + valStr);
}
else if (id == "FBar")
{
getWidget(w, "Fatigue");
w->setUserString("Caption_HealthDescription", "#{sFatDesc}\n" + valStr);
}
}
void StatsWindow::setValue (const std::string& id, const std::string& value)
{
if (id=="name")
setPlayerName (value);
else if (id=="race")
setText ("RaceText", value);
else if (id=="class")
setText ("ClassText", value);
}
void StatsWindow::setValue (const std::string& id, int value)
{
if (id=="level")
{
std::ostringstream text;
text << value;
setText("LevelText", text.str());
}
}
void StatsWindow::setValue(const ESM::Skill::SkillEnum parSkill, const MWMechanics::SkillValue& value)
{
mSkillValues[parSkill] = value;
MyGUI::TextBox* widget = mSkillWidgetMap[(int)parSkill];
if (widget)
{
int modified = value.getModified(), base = value.getBase();
std::string text = MyGUI::utility::toString(modified);
std::string state = "normal";
if (modified > base)
state = "increased";
else if (modified < base)
state = "decreased";
widget->setCaption(text);
widget->_setWidgetState(state);
}
}
void StatsWindow::configureSkills (const std::vector<int>& major, const std::vector<int>& minor)
{
mMajorSkills = major;
mMinorSkills = minor;
// Update misc skills with the remaining skills not in major or minor
std::set<int> skillSet;
std::copy(major.begin(), major.end(), std::inserter(skillSet, skillSet.begin()));
std::copy(minor.begin(), minor.end(), std::inserter(skillSet, skillSet.begin()));
boost::array<ESM::Skill::SkillEnum, ESM::Skill::Length>::const_iterator end = ESM::Skill::sSkillIds.end();
mMiscSkills.clear();
for (boost::array<ESM::Skill::SkillEnum, ESM::Skill::Length>::const_iterator it = ESM::Skill::sSkillIds.begin(); it != end; ++it)
{
int skill = *it;
if (skillSet.find(skill) == skillSet.end())
mMiscSkills.push_back(skill);
}
updateSkillArea();
}
void StatsWindow::onFrame (float dt)
{
if (!mMainWidget->getVisible())
return;
NoDrop::onFrame(dt);
MWWorld::Ptr player = MWMechanics::getPlayer();
const MWMechanics::NpcStats &PCstats = player.getClass().getNpcStats(player);
// level progress
MyGUI::Widget* levelWidget;
for (int i=0; i<2; ++i)
{
int max = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("iLevelUpTotal")->getInt();
getWidget(levelWidget, i==0 ? "Level_str" : "LevelText");
levelWidget->setUserString("RangePosition_LevelProgress", MyGUI::utility::toString(PCstats.getLevelProgress()));
levelWidget->setUserString("Range_LevelProgress", MyGUI::utility::toString(max));
levelWidget->setUserString("Caption_LevelProgressText", MyGUI::utility::toString(PCstats.getLevelProgress()) + "/"
+ MyGUI::utility::toString(max));
}
setFactions(PCstats.getFactionRanks());
setExpelled(PCstats.getExpelled ());
const std::string &signId =
MWBase::Environment::get().getWorld()->getPlayer().getBirthSign();
setBirthSign(signId);
setReputation (PCstats.getReputation ());
setBounty (PCstats.getBounty ());
if (mChanged)
updateSkillArea();
}
void StatsWindow::setFactions (const FactionList& factions)
{
if (mFactions != factions)
{
mFactions = factions;
mChanged = true;
}
}
void StatsWindow::setExpelled (const std::set<std::string>& expelled)
{
if (mExpelled != expelled)
{
mExpelled = expelled;
mChanged = true;
}
}
void StatsWindow::setBirthSign (const std::string& signId)
{
if (signId != mBirthSignId)
{
mBirthSignId = signId;
mChanged = true;
}
}
void StatsWindow::addSeparator(MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2)
{
MyGUI::ImageBox* separator = mSkillView->createWidget<MyGUI::ImageBox>("MW_HLine",
MyGUI::IntCoord(10, coord1.top, coord1.width + coord2.width - 4, 18),
MyGUI::Align::Left | MyGUI::Align::Top | MyGUI::Align::HStretch);
separator->eventMouseWheel += MyGUI::newDelegate(this, &StatsWindow::onMouseWheel);
mSkillWidgets.push_back(separator);
coord1.top += separator->getHeight();
coord2.top += separator->getHeight();
}
void StatsWindow::addGroup(const std::string &label, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2)
{
MyGUI::TextBox* groupWidget = mSkillView->createWidget<MyGUI::TextBox>("SandBrightText",
MyGUI::IntCoord(0, coord1.top, coord1.width + coord2.width, coord1.height),
MyGUI::Align::Left | MyGUI::Align::Top | MyGUI::Align::HStretch);
groupWidget->setCaption(label);
groupWidget->eventMouseWheel += MyGUI::newDelegate(this, &StatsWindow::onMouseWheel);
mSkillWidgets.push_back(groupWidget);
coord1.top += sLineHeight;
coord2.top += sLineHeight;
}
MyGUI::TextBox* StatsWindow::addValueItem(const std::string& text, const std::string &value, const std::string& state, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2)
{
MyGUI::TextBox *skillNameWidget, *skillValueWidget;
skillNameWidget = mSkillView->createWidget<MyGUI::TextBox>("SandText", coord1, MyGUI::Align::Left | MyGUI::Align::Top | MyGUI::Align::HStretch);
skillNameWidget->setCaption(text);
skillNameWidget->eventMouseWheel += MyGUI::newDelegate(this, &StatsWindow::onMouseWheel);
skillValueWidget = mSkillView->createWidget<MyGUI::TextBox>("SandTextRight", coord2, MyGUI::Align::Right | MyGUI::Align::Top);
skillValueWidget->setCaption(value);
skillValueWidget->_setWidgetState(state);
skillValueWidget->eventMouseWheel += MyGUI::newDelegate(this, &StatsWindow::onMouseWheel);
// resize dynamically according to text size
int textWidthPlusMargin = skillValueWidget->getTextSize().width + 12;
skillValueWidget->setCoord(coord2.left + coord2.width - textWidthPlusMargin, coord2.top, textWidthPlusMargin, coord2.height);
skillNameWidget->setSize(skillNameWidget->getSize() + MyGUI::IntSize(coord2.width - textWidthPlusMargin, 0));
mSkillWidgets.push_back(skillNameWidget);
mSkillWidgets.push_back(skillValueWidget);
coord1.top += sLineHeight;
coord2.top += sLineHeight;
return skillValueWidget;
}
MyGUI::Widget* StatsWindow::addItem(const std::string& text, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2)
{
MyGUI::TextBox* skillNameWidget;
skillNameWidget = mSkillView->createWidget<MyGUI::TextBox>("SandText", coord1, MyGUI::Align::Default);
skillNameWidget->setCaption(text);
skillNameWidget->eventMouseWheel += MyGUI::newDelegate(this, &StatsWindow::onMouseWheel);
int textWidth = skillNameWidget->getTextSize().width;
skillNameWidget->setSize(textWidth, skillNameWidget->getHeight());
mSkillWidgets.push_back(skillNameWidget);
coord1.top += sLineHeight;
coord2.top += sLineHeight;
return skillNameWidget;
}
void StatsWindow::addSkills(const SkillList &skills, const std::string &titleId, const std::string &titleDefault, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2)
{
// Add a line separator if there are items above
if (!mSkillWidgets.empty())
{
addSeparator(coord1, coord2);
}
addGroup(MWBase::Environment::get().getWindowManager()->getGameSettingString(titleId, titleDefault), coord1, coord2);
SkillList::const_iterator end = skills.end();
for (SkillList::const_iterator it = skills.begin(); it != end; ++it)
{
int skillId = *it;
if (skillId < 0 || skillId >= ESM::Skill::Length) // Skip unknown skill indexes
continue;
const std::string &skillNameId = ESM::Skill::sSkillNameIds[skillId];
const MWMechanics::SkillValue &stat = mSkillValues.find(skillId)->second;
int base = stat.getBase();
int modified = stat.getModified();
MWWorld::Ptr player = MWMechanics::getPlayer();
const MWWorld::ESMStore &esmStore =
MWBase::Environment::get().getWorld()->getStore();
float progressRequirement = player.getClass().getNpcStats(player).getSkillProgressRequirement(skillId,
*esmStore.get<ESM::Class>().find(player.get<ESM::NPC>()->mBase->mClass));
// This is how vanilla MW displays the progress bar (I think). Note it's slightly inaccurate,
// due to the int casting in the skill levelup logic. Also the progress label could in rare cases
// reach 100% without the skill levelling up.
// Leaving the original display logic for now, for consistency with ess-imported savegames.
int progressPercent = int(float(stat.getProgress()) / float(progressRequirement) * 100.f + 0.5f);
const ESM::Skill* skill = esmStore.get<ESM::Skill>().find(skillId);
std::string icon = "icons\\k\\" + ESM::Skill::sIconNames[skillId];
const ESM::Attribute* attr =
esmStore.get<ESM::Attribute>().find(skill->mData.mAttribute);
std::string state = "normal";
if (modified > base)
state = "increased";
else if (modified < base)
state = "decreased";
MyGUI::TextBox* widget = addValueItem(MWBase::Environment::get().getWindowManager()->getGameSettingString(skillNameId, skillNameId),
MyGUI::utility::toString(static_cast<int>(modified)), state, coord1, coord2);
for (int i=0; i<2; ++i)
{
mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("ToolTipType", "Layout");
mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("ToolTipLayout", "SkillToolTip");
mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("Caption_SkillName", "#{"+skillNameId+"}");
mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("Caption_SkillDescription", skill->mDescription);
mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("Caption_SkillAttribute", "#{sGoverningAttribute}: #{" + attr->mName + "}");
mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("ImageTexture_SkillImage", icon);
if (base < 100)
{
mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("Visible_SkillMaxed", "false");
mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("UserData^Hidden_SkillMaxed", "true");
mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("Visible_SkillProgressVBox", "true");
mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("UserData^Hidden_SkillProgressVBox", "false");
mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("Caption_SkillProgressText", MyGUI::utility::toString(progressPercent)+"/100");
mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("Range_SkillProgress", "100");
mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("RangePosition_SkillProgress", MyGUI::utility::toString(progressPercent));
} else {
mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("Visible_SkillMaxed", "true");
mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("UserData^Hidden_SkillMaxed", "false");
mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("Visible_SkillProgressVBox", "false");
mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("UserData^Hidden_SkillProgressVBox", "true");
}
}
mSkillWidgetMap[skillId] = widget;
}
}
void StatsWindow::updateSkillArea()
{
mChanged = false;
for (std::vector<MyGUI::Widget*>::iterator it = mSkillWidgets.begin(); it != mSkillWidgets.end(); ++it)
{
MyGUI::Gui::getInstance().destroyWidget(*it);
}
mSkillWidgets.clear();
const int valueSize = 40;
MyGUI::IntCoord coord1(10, 0, mSkillView->getWidth() - (10 + valueSize) - 24, 18);
MyGUI::IntCoord coord2(coord1.left + coord1.width, coord1.top, valueSize, coord1.height);
if (!mMajorSkills.empty())
addSkills(mMajorSkills, "sSkillClassMajor", "Major Skills", coord1, coord2);
if (!mMinorSkills.empty())
addSkills(mMinorSkills, "sSkillClassMinor", "Minor Skills", coord1, coord2);
if (!mMiscSkills.empty())
addSkills(mMiscSkills, "sSkillClassMisc", "Misc Skills", coord1, coord2);
MWBase::World *world = MWBase::Environment::get().getWorld();
const MWWorld::ESMStore &store = world->getStore();
const ESM::NPC *player =
world->getPlayerPtr().get<ESM::NPC>()->mBase;
// race tooltip
const ESM::Race* playerRace = store.get<ESM::Race>().find(player->mRace);
MyGUI::Widget* raceWidget;
getWidget(raceWidget, "RaceText");
ToolTips::createRaceToolTip(raceWidget, playerRace);
getWidget(raceWidget, "Race_str");
ToolTips::createRaceToolTip(raceWidget, playerRace);
// class tooltip
MyGUI::Widget* classWidget;
const ESM::Class *playerClass =
store.get<ESM::Class>().find(player->mClass);
getWidget(classWidget, "ClassText");
ToolTips::createClassToolTip(classWidget, *playerClass);
getWidget(classWidget, "Class_str");
ToolTips::createClassToolTip(classWidget, *playerClass);
if (!mFactions.empty())
{
MWWorld::Ptr player = MWMechanics::getPlayer();
const MWMechanics::NpcStats &PCstats = player.getClass().getNpcStats(player);
const std::set<std::string> &expelled = PCstats.getExpelled();
bool firstFaction=true;
FactionList::const_iterator end = mFactions.end();
for (FactionList::const_iterator it = mFactions.begin(); it != end; ++it)
{
const ESM::Faction *faction =
store.get<ESM::Faction>().find(it->first);
if (faction->mData.mIsHidden == 1)
continue;
if (firstFaction)
{
// Add a line separator if there are items above
if (!mSkillWidgets.empty())
addSeparator(coord1, coord2);
addGroup(MWBase::Environment::get().getWindowManager()->getGameSettingString("sFaction", "Faction"), coord1, coord2);
firstFaction = false;
}
MyGUI::Widget* w = addItem(faction->mName, coord1, coord2);
std::string text;
text += std::string("#{fontcolourhtml=header}") + faction->mName;
if (expelled.find(it->first) != expelled.end())
text += "\n#{fontcolourhtml=normal}#{sExpelled}";
else
{
int rank = it->second;
rank = std::max(0, std::min(9, rank));
text += std::string("\n#{fontcolourhtml=normal}") + faction->mRanks[rank];
if (rank < 9)
{
// player doesn't have max rank yet
text += std::string("\n\n#{fontcolourhtml=header}#{sNextRank} ") + faction->mRanks[rank+1];
ESM::RankData rankData = faction->mData.mRankData[rank+1];
const ESM::Attribute* attr1 = store.get<ESM::Attribute>().find(faction->mData.mAttribute[0]);
const ESM::Attribute* attr2 = store.get<ESM::Attribute>().find(faction->mData.mAttribute[1]);
text += "\n#{fontcolourhtml=normal}#{" + attr1->mName + "}: " + MyGUI::utility::toString(rankData.mAttribute1)
+ ", #{" + attr2->mName + "}: " + MyGUI::utility::toString(rankData.mAttribute2);
text += "\n\n#{fontcolourhtml=header}#{sFavoriteSkills}";
text += "\n#{fontcolourhtml=normal}";
bool firstSkill = true;
for (int i=0; i<7; ++i)
{
if (faction->mData.mSkills[i] != -1)
{
if (!firstSkill)
text += ", ";
firstSkill = false;
text += "#{"+ESM::Skill::sSkillNameIds[faction->mData.mSkills[i]]+"}";
}
}
text += "\n";
if (rankData.mSkill1 > 0)
text += "\n#{sNeedOneSkill} " + MyGUI::utility::toString(rankData.mSkill1);
if (rankData.mSkill2 > 0)
text += "\n#{sNeedTwoSkills} " + MyGUI::utility::toString(rankData.mSkill2);
}
}
w->setUserString("ToolTipType", "Layout");
w->setUserString("ToolTipLayout", "TextToolTip");
w->setUserString("Caption_Text", text);
}
}
if (!mBirthSignId.empty())
{
// Add a line separator if there are items above
if (!mSkillWidgets.empty())
addSeparator(coord1, coord2);
addGroup(MWBase::Environment::get().getWindowManager()->getGameSettingString("sBirthSign", "Sign"), coord1, coord2);
const ESM::BirthSign *sign =
store.get<ESM::BirthSign>().find(mBirthSignId);
MyGUI::Widget* w = addItem(sign->mName, coord1, coord2);
ToolTips::createBirthsignToolTip(w, mBirthSignId);
}
// Add a line separator if there are items above
if (!mSkillWidgets.empty())
addSeparator(coord1, coord2);
addValueItem(MWBase::Environment::get().getWindowManager()->getGameSettingString("sReputation", "Reputation"),
MyGUI::utility::toString(static_cast<int>(mReputation)), "normal", coord1, coord2);
for (int i=0; i<2; ++i)
{
mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("ToolTipType", "Layout");
mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("ToolTipLayout", "TextToolTip");
mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("Caption_Text", "#{sSkillsMenuReputationHelp}");
}
addValueItem(MWBase::Environment::get().getWindowManager()->getGameSettingString("sBounty", "Bounty"),
MyGUI::utility::toString(static_cast<int>(mBounty)), "normal", coord1, coord2);
for (int i=0; i<2; ++i)
{
mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("ToolTipType", "Layout");
mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("ToolTipLayout", "TextToolTip");
mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("Caption_Text", "#{sCrimeHelp}");
}
// Canvas size must be expressed with VScroll disabled, otherwise MyGUI would expand the scroll area when the scrollbar is hidden
mSkillView->setVisibleVScroll(false);
mSkillView->setCanvasSize (mSkillView->getWidth(), std::max(mSkillView->getHeight(), coord1.top));
mSkillView->setVisibleVScroll(true);
}
void StatsWindow::onPinToggled()
{
MWBase::Environment::get().getWindowManager()->setHMSVisibility(!mPinned);
}
void StatsWindow::onTitleDoubleClicked()
{
if (!mPinned)
MWBase::Environment::get().getWindowManager()->toggleVisible(GW_Stats);
}
}