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https://github.com/TES3MP/openmw-tes3mp.git
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92 lines
2 KiB
C++
92 lines
2 KiB
C++
#include "window_manager.hpp"
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#include "mw_layouts.hpp"
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#include "console.hpp"
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#include <assert.h>
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using namespace MWGui;
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WindowManager::WindowManager(MyGUI::Gui *_gui, MWWorld::Environment& environment,
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const Compiler::Extensions& extensions, bool newGame)
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: gui(_gui), mode(GM_Game), shown(GW_ALL), allowed(newGame ? GW_None : GW_ALL)
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{
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// Get size info from the Gui object
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assert(gui);
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int w = gui->getViewWidth();
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int h = gui->getViewHeight();
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hud = new HUD(w,h);
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menu = new MainMenu(w,h);
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map = new MapWindow();
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stats = new StatsWindow();
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console = new Console(w,h, environment, extensions);
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// The HUD is always on
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hud->setVisible(true);
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// Set up visibility
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updateVisible();
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}
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WindowManager::~WindowManager()
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{
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delete console;
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delete hud;
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delete map;
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delete menu;
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delete stats;
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}
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void WindowManager::updateVisible()
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{
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// Start out by hiding everything except the HUD
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map->setVisible(false);
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menu->setVisible(false);
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stats->setVisible(false);
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console->disable();
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// Mouse is visible whenever we're not in game mode
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gui->setVisiblePointer(isGuiMode());
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// If in game mode, don't show anything.
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if(mode == GM_Game)
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{
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return;
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}
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if(mode == GM_MainMenu)
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{
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// Enable the main menu
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menu->setVisible(true);
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return;
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}
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if(mode == GM_Console)
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{
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console->enable();
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return;
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}
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if(mode == GM_Inventory)
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{
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// Ah, inventory mode. First, compute the effective set of
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// windows to show. This is controlled both by what windows the
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// user has opened/closed (the 'shown' variable) and by what
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// windows we are allowed to show (the 'allowed' var.)
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int eff = shown & allowed;
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// Show the windows we want
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map -> setVisible( eff & GW_Map );
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stats -> setVisible( eff & GW_Stats );
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return;
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}
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// All other modes are ignored
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}
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void WindowManager::setLabel (const std::string& id, const std::string& label)
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{
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stats->setLabel (id, label);
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}
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