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67 lines
1.7 KiB
C++
67 lines
1.7 KiB
C++
#ifndef OPENMW_LUAUI_LAYERS
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#define OPENMW_LUAUI_LAYERS
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#include <string>
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#include <string_view>
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#include <MyGUI_LayerManager.h>
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#include <MyGUI_OverlappedLayer.h>
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#include <osg/Vec2f>
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namespace LuaUi
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{
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// this wrapper is necessary, because the MyGUI LayerManager
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// stores layers in a vector and their indices could change
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class Layer
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{
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public:
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Layer(size_t index)
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: mName(at(index)->getName())
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, mCachedIndex(index)
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{
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}
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const std::string& name() const noexcept { return mName; };
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const osg::Vec2f size()
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{
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MyGUI::ILayer* p = refresh();
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MyGUI::IntSize size = p->getSize();
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return osg::Vec2f(size.width, size.height);
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}
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struct Options
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{
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bool mInteractive;
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};
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static size_t count() { return MyGUI::LayerManager::getInstance().getLayerCount(); }
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static size_t indexOf(std::string_view name);
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static void insert(size_t index, std::string_view name, Options options);
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private:
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static MyGUI::ILayer* at(size_t index)
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{
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if (index >= count())
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throw std::logic_error("Invalid layer index");
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return MyGUI::LayerManager::getInstance().getLayer(index);
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}
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MyGUI::ILayer* refresh()
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{
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MyGUI::ILayer* p = at(mCachedIndex);
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if (p->getName() != mName)
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{
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mCachedIndex = indexOf(mName);
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p = at(mCachedIndex);
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}
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return p;
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}
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std::string mName;
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size_t mCachedIndex;
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};
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}
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#endif // OPENMW_LUAUI_LAYERS
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