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Bug #5434: Pinned windows shouldn't cover breath progress bar
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693880cc40
commit
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7 changed files with 34 additions and 24 deletions
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@ -31,6 +31,7 @@ Programmers
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Allofich
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Allofich
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Andreas Stöckel
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Andreas Stöckel
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Andrei Kortunov (akortunov)
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Andrei Kortunov (akortunov)
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Andrew Appuhamy (andrew-app)
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AnyOldName3
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AnyOldName3
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Ardekantur
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Ardekantur
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Armin Preiml
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Armin Preiml
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@ -230,7 +231,7 @@ Programmers
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Yuri Krupenin
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Yuri Krupenin
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zelurker
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zelurker
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Noah Gooder
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Noah Gooder
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Andrew Appuhamy (andrew-app)
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Documentation
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Documentation
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-------------
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-------------
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@ -23,6 +23,7 @@
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Bug #5377: console does not appear after using menutest in inventory
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Bug #5377: console does not appear after using menutest in inventory
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Bug #5379: Wandering NPCs falling through cantons
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Bug #5379: Wandering NPCs falling through cantons
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Bug #5394: Windows snapping no longer works
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Bug #5394: Windows snapping no longer works
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Bug #5434: Pinned windows shouldn't cover breath progress bar
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Bug #5453: Magic effect VFX are offset for creatures
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Bug #5453: Magic effect VFX are offset for creatures
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Bug #5483: AutoCalc flag is not used to calculate spells cost
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Bug #5483: AutoCalc flag is not used to calculate spells cost
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Bug #5508: Engine binary links to Qt without using it
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Bug #5508: Engine binary links to Qt without using it
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@ -81,7 +81,7 @@ namespace MWGui
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, mMinimap(nullptr)
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, mMinimap(nullptr)
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, mCrosshair(nullptr)
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, mCrosshair(nullptr)
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, mCellNameBox(nullptr)
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, mCellNameBox(nullptr)
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, mDrowningFrame(nullptr)
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, mDrowningBar(nullptr)
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, mDrowningFlash(nullptr)
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, mDrowningFlash(nullptr)
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, mHealthManaStaminaBaseLeft(0)
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, mHealthManaStaminaBaseLeft(0)
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, mWeapBoxBaseLeft(0)
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, mWeapBoxBaseLeft(0)
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@ -119,6 +119,7 @@ namespace MWGui
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fatigueFrame->eventMouseButtonClick += MyGUI::newDelegate(this, &HUD::onHMSClicked);
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fatigueFrame->eventMouseButtonClick += MyGUI::newDelegate(this, &HUD::onHMSClicked);
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//Drowning bar
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//Drowning bar
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getWidget(mDrowningBar, "DrowningBar");
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getWidget(mDrowningFrame, "DrowningFrame");
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getWidget(mDrowningFrame, "DrowningFrame");
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getWidget(mDrowning, "Drowning");
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getWidget(mDrowning, "Drowning");
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getWidget(mDrowningFlash, "Flash");
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getWidget(mDrowningFlash, "Flash");
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@ -224,7 +225,7 @@ namespace MWGui
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void HUD::setDrowningBarVisible(bool visible)
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void HUD::setDrowningBarVisible(bool visible)
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{
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{
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mDrowningFrame->setVisible(visible);
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mDrowningBar->setVisible(visible);
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}
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}
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void HUD::onWorldClicked(MyGUI::Widget* _sender)
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void HUD::onWorldClicked(MyGUI::Widget* _sender)
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@ -368,9 +369,6 @@ namespace MWGui
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mWeaponSpellBox->setPosition(mWeaponSpellBox->getPosition() + MyGUI::IntPoint(0,20));
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mWeaponSpellBox->setPosition(mWeaponSpellBox->getPosition() + MyGUI::IntPoint(0,20));
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}
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}
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if (mIsDrowning)
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mDrowningFlashTheta += dt * osg::PI*2;
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mSpellIcons->updateWidgets(mEffectBox, true);
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mSpellIcons->updateWidgets(mEffectBox, true);
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if (mEnemyActorId != -1 && mEnemyHealth->getVisible())
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if (mEnemyActorId != -1 && mEnemyHealth->getVisible())
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@ -378,8 +376,13 @@ namespace MWGui
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updateEnemyHealthBar();
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updateEnemyHealthBar();
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}
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}
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if (mDrowningBar->getVisible())
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mDrowningBar->setPosition(mMainWidget->getWidth()/2 - mDrowningFrame->getWidth()/2, mMainWidget->getTop());
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if (mIsDrowning)
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if (mIsDrowning)
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{
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{
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mDrowningFlashTheta += dt * osg::PI*2;
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float intensity = (cos(mDrowningFlashTheta) + 2.0f) / 3.0f;
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float intensity = (cos(mDrowningFlashTheta) + 2.0f) / 3.0f;
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mDrowningFlash->setAlpha(intensity);
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mDrowningFlash->setAlpha(intensity);
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@ -73,7 +73,7 @@ namespace MWGui
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MyGUI::ImageBox* mCrosshair;
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MyGUI::ImageBox* mCrosshair;
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MyGUI::TextBox* mCellNameBox;
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MyGUI::TextBox* mCellNameBox;
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MyGUI::TextBox* mWeaponSpellBox;
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MyGUI::TextBox* mWeaponSpellBox;
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MyGUI::Widget *mDrowningFrame, *mDrowningFlash;
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MyGUI::Widget *mDrowningBar, *mDrowningFrame, *mDrowningFlash;
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// bottom left elements
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// bottom left elements
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int mHealthManaStaminaBaseLeft, mWeapBoxBaseLeft, mSpellBoxBaseLeft, mSneakBoxBaseLeft;
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int mHealthManaStaminaBaseLeft, mWeapBoxBaseLeft, mSpellBoxBaseLeft, mSneakBoxBaseLeft;
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@ -638,6 +638,7 @@ namespace MWGui
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mMap->setVisible(false);
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mMap->setVisible(false);
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mStatsWindow->setVisible(false);
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mStatsWindow->setVisible(false);
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mSpellWindow->setVisible(false);
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mSpellWindow->setVisible(false);
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mHud->setDrowningBarVisible(false);
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mInventoryWindow->setVisible(getMode() == GM_Container || getMode() == GM_Barter || getMode() == GM_Companion);
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mInventoryWindow->setVisible(getMode() == GM_Container || getMode() == GM_Barter || getMode() == GM_Companion);
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}
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}
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@ -31,22 +31,6 @@
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</Widget>
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</Widget>
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</Widget>
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</Widget>
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<!-- Drowning bar -->
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<Widget type="Window" skin="MW_Dialog" position="0 36 230 58" align="Center Top" name="DrowningFrame">
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<Property key="Visible" value="false"/>
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<Widget type="TextBox" skin="SandText" position="0 3 222 24" name="DrowningTitle" align="Center Top HStretch">
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<Property key="Caption" value="#{sBreath}"/>
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<Property key="TextAlign" value="Center"/>
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<Property key="TextShadow" value="true"/>
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<Property key="TextShadowColour" value="0 0 0"/>
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</Widget>
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<Widget type="Widget" skin="MW_Box" position="11 29 200 10" align="Stretch" name="BoundingBox"/>
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<Widget type="ProgressBar" skin="MW_Progress_Drowning_Full" position="13 31 196 6" align="Center Top" name="Drowning">
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<Property key="NeedMouse" value="false"/>
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</Widget>
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<Widget type="Widget" skin="MW_Progress_Drowning_Small" position="15 33 192 2" align="Center Top" name="Flash"/>
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</Widget>
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<!-- Equipped weapon/selected spell name display for a few seconds after it changes -->
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<!-- Equipped weapon/selected spell name display for a few seconds after it changes -->
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<Widget type="TextBox" skin="SandText" position="13 118 270 24" name="WeaponSpellName" align="Left Bottom HStretch">
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<Widget type="TextBox" skin="SandText" position="13 118 270 24" name="WeaponSpellName" align="Left Bottom HStretch">
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<Property key="Visible" value="false"/>
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<Property key="Visible" value="false"/>
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@ -128,4 +112,23 @@
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</Widget>
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</Widget>
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</Widget>
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</Widget>
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</MyGUI>
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<!-- Drowning bar -->
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<Widget type="Widget" layer="DrowningBar" position="0 0 300 200" name="DrowningBar" align="Center Top">
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<Property key="Visible" value="false"/>
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<Widget type="Window" skin="MW_Dialog" position="0 36 230 58" align="Center Top" name="DrowningFrame">
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<Widget type="TextBox" skin="SandText" position="0 3 222 24" name="DrowningTitle" align="Center Top HStretch">
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<Property key="Caption" value="#{sBreath}"/>
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<Property key="TextAlign" value="Center"/>
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<Property key="TextShadow" value="true"/>
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<Property key="TextShadowColour" value="0 0 0"/>
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</Widget>
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<Widget type="Widget" skin="MW_Box" position="11 29 200 10" align="Stretch" name="BoundingBox"/>
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<Widget type="ProgressBar" skin="MW_Progress_Drowning_Full" position="13 31 196 6" align="Center Top" name="Drowning">
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<Property key="NeedMouse" value="false"/>
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</Widget>
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<Widget type="Widget" skin="MW_Progress_Drowning_Small" position="15 33 192 2" align="Center Top" name="Flash"/>
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</Widget>
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</Widget>
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</MyGUI>
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@ -15,6 +15,7 @@
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<Layer name="Popup" overlapped="true" pick="true"/>
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<Layer name="Popup" overlapped="true" pick="true"/>
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<Layer name="Notification" overlapped="false" pick="false"/>
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<Layer name="Notification" overlapped="false" pick="false"/>
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<Layer name="DragAndDrop" overlapped="false" pick="false"/>
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<Layer name="DragAndDrop" overlapped="false" pick="false"/>
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<Layer name="DrowningBar" overlapped="false" pick="false"/>
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<Layer name="LoadingScreen" overlapped="false" pick="true"/>
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<Layer name="LoadingScreen" overlapped="false" pick="true"/>
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<Layer name="MessageBox" overlapped="false" pick="true"/>
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<Layer name="MessageBox" overlapped="false" pick="true"/>
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<Layer name="InputBlocker" overlapped="false" pick="true"/>
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<Layer name="InputBlocker" overlapped="false" pick="true"/>
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