#include "util.hpp" #include <MyGUI_FactoryManager.h> #include "adapter.hpp" #include "container.hpp" #include "flex.hpp" #include "image.hpp" #include "text.hpp" #include "textedit.hpp" #include "widget.hpp" #include "window.hpp" #include "element.hpp" #include "registerscriptsettings.hpp" namespace LuaUi { void registerAllWidgets() { MyGUI::FactoryManager::getInstance().registerFactory<LuaAdapter>("Widget"); MyGUI::FactoryManager::getInstance().registerFactory<LuaWidget>("Widget"); MyGUI::FactoryManager::getInstance().registerFactory<LuaText>("Widget"); MyGUI::FactoryManager::getInstance().registerFactory<LuaTextEdit>("Widget"); MyGUI::FactoryManager::getInstance().registerFactory<LuaWindow>("Widget"); MyGUI::FactoryManager::getInstance().registerFactory<LuaImage>("Widget"); MyGUI::FactoryManager::getInstance().registerFactory<LuaTileRect>("BasisSkin"); MyGUI::FactoryManager::getInstance().registerFactory<LuaContainer>("Widget"); MyGUI::FactoryManager::getInstance().registerFactory<LuaFlex>("Widget"); } const std::unordered_map<std::string, std::string>& widgetTypeToName() { static std::unordered_map<std::string, std::string> types{ { "LuaWidget", "Widget" }, { "LuaText", "Text" }, { "LuaTextEdit", "TextEdit" }, { "LuaWindow", "Window" }, { "LuaImage", "Image" }, { "LuaFlex", "Flex" }, { "LuaContainer", "Container" }, }; return types; } void clearGameInterface() { while (!Element::sGameElements.empty()) Element::erase(Element::sGameElements.begin()->second.get()); } void clearMenuInterface() { while (!Element::sMenuElements.empty()) Element::erase(Element::sMenuElements.begin()->second.get()); } }