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

92 lines
2 KiB
C++

#include "window_manager.hpp"
#include "mw_layouts.hpp"
#include "console.hpp"
#include <assert.h>
using namespace MWGui;
WindowManager::WindowManager(MyGUI::Gui *_gui, MWWorld::Environment& environment,
const Compiler::Extensions& extensions, bool newGame)
: gui(_gui), mode(GM_Game), shown(GW_ALL), allowed(newGame ? GW_None : GW_ALL)
{
// Get size info from the Gui object
assert(gui);
int w = gui->getViewWidth();
int h = gui->getViewHeight();
hud = new HUD(w,h);
menu = new MainMenu(w,h);
map = new MapWindow();
stats = new StatsWindow();
console = new Console(w,h, environment, extensions);
// The HUD is always on
hud->setVisible(true);
// Set up visibility
updateVisible();
}
WindowManager::~WindowManager()
{
delete console;
delete hud;
delete map;
delete menu;
delete stats;
}
void WindowManager::updateVisible()
{
// Start out by hiding everything except the HUD
map->setVisible(false);
menu->setVisible(false);
stats->setVisible(false);
console->disable();
// Mouse is visible whenever we're not in game mode
gui->setVisiblePointer(isGuiMode());
// If in game mode, don't show anything.
if(mode == GM_Game)
{
return;
}
if(mode == GM_MainMenu)
{
// Enable the main menu
menu->setVisible(true);
return;
}
if(mode == GM_Console)
{
console->enable();
return;
}
if(mode == GM_Inventory)
{
// Ah, inventory mode. 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 = shown & allowed;
// Show the windows we want
map -> setVisible( eff & GW_Map );
stats -> setVisible( eff & GW_Stats );
return;
}
// All other modes are ignored
}
void WindowManager::setLabel (const std::string& id, const std::string& label)
{
stats->setLabel (id, label);
}