abstracted some code to be reused for hud

actorid
scrawl 13 years ago
parent 789fbb460f
commit a1f80e029e

@ -173,6 +173,8 @@ MapWindow::MapWindow()
getWidget(eventbox, "EventBox");
eventbox->eventMouseDrag += MyGUI::newDelegate(this, &MapWindow::onMouseDrag);
eventbox->eventMouseButtonPressed += MyGUI::newDelegate(this, &MapWindow::onDragStart);
LocalMapBase::init(mLocalMap, this);
}
void MapWindow::setVisible(bool b)
@ -189,40 +191,6 @@ void MapWindow::setCellName(const std::string& cellName)
static_cast<MyGUI::Window*>(mMainWidget)->setCaption(cellName);
}
void MapWindow::setCellPrefix(const std::string& prefix)
{
mPrefix = prefix;
}
void MapWindow::setActiveCell(const int x, const int y, bool interior)
{
if (x==mCurX && y==mCurY && mInterior==interior) return; // don't do anything if we're still in the same cell
for (int mx=0; mx<3; ++mx)
{
for (int my=0; my<3; ++my)
{
std::string name = "Map_" + boost::lexical_cast<std::string>(mx) + "_"
+ boost::lexical_cast<std::string>(my);
std::string image = mPrefix+"_"+ boost::lexical_cast<std::string>(x + (mx-1)) + "_"
+ boost::lexical_cast<std::string>(y + (interior ? (my-1) : -1*(my-1)));
if (MyGUI::RenderManager::getInstance().getTexture(image) != 0)
setImage(name, image);
else
setImage(name, "black.png");
if (MyGUI::RenderManager::getInstance().getTexture(image+"_fog") != 0)
setImage(name+"_fog", image+"_fog");
else
setImage(name+"_fog", "black.png");
}
}
mInterior = interior;
mCurX = x;
mCurY = y;
}
void MapWindow::setPlayerPos(const float x, const float y)
{
if (mGlobal || mVisible) return;
@ -274,5 +242,48 @@ void MapWindow::onWorldButtonClicked(MyGUI::Widget* _sender)
mButton->setCaption( mGlobal ? "Local" : "World" );
}
void LocalMapBase::init(MyGUI::ScrollView* widget, OEngine::GUI::Layout* layout)
{
mLocalMap = widget;
mLayout = layout;
}
void LocalMapBase::setCellPrefix(const std::string& prefix)
{
mPrefix = prefix;
}
void LocalMapBase::setActiveCell(const int x, const int y, bool interior)
{
if (x==mCurX && y==mCurY && mInterior==interior) return; // don't do anything if we're still in the same cell
for (int mx=0; mx<3; ++mx)
{
for (int my=0; my<3; ++my)
{
std::string name = "Map_" + boost::lexical_cast<std::string>(mx) + "_"
+ boost::lexical_cast<std::string>(my);
std::string image = mPrefix+"_"+ boost::lexical_cast<std::string>(x + (mx-1)) + "_"
+ boost::lexical_cast<std::string>(y + (interior ? (my-1) : -1*(my-1)));
MyGUI::ImageBox* box;
mLayout->getWidget(box, name);
MyGUI::ImageBox* fog;
mLayout->getWidget(fog, name+"_fog");
if (MyGUI::RenderManager::getInstance().getTexture(image) != 0)
box->setImageTexture(image);
else
box->setImageTexture("black.png");
if (MyGUI::RenderManager::getInstance().getTexture(image+"_fog") != 0)
fog->setImageTexture(image+"_fog");
else
fog->setImageTexture("black.png");
}
}
mInterior = interior;
mCurX = x;
mCurY = y;
}

@ -31,7 +31,24 @@
namespace MWGui
{
class HUD : public OEngine::GUI::Layout
class LocalMapBase
{
public:
void init(MyGUI::ScrollView* widget, OEngine::GUI::Layout* layout);
void setCellPrefix(const std::string& prefix);
void setActiveCell(const int x, const int y, bool interior=false);
protected:
int mCurX, mCurY;
bool mInterior;
MyGUI::ScrollView* mLocalMap;
std::string mPrefix;
OEngine::GUI::Layout* mLayout;
};
class HUD : public OEngine::GUI::Layout, public LocalMapBase
{
public:
HUD(int width, int height, int fpsLevel);
@ -45,7 +62,6 @@ namespace MWGui
void setFPS(float fps);
void setTriangleCount(size_t count);
void setBatchCount(size_t count);
void setPlayerDir(const float x, const float y);
MyGUI::ProgressPtr health, magicka, stamina;
@ -63,31 +79,25 @@ namespace MWGui
MyGUI::TextBox* batchcounter;
};
class MapWindow : public OEngine::GUI::Layout
class MapWindow : public OEngine::GUI::Layout, public LocalMapBase
{
public:
MapWindow();
void setVisible(bool b);
void setCellName(const std::string& cellName);
void setCellPrefix(const std::string& prefix);
void setActiveCell(const int x, const int y, bool interior=false);
void setPlayerPos(const float x, const float y);
void setPlayerDir(const float x, const float y);
void setCellName(const std::string& cellName);
private:
void onDragStart(MyGUI::Widget* _sender, int _left, int _top, MyGUI::MouseButton _id);
void onMouseDrag(MyGUI::Widget* _sender, int _left, int _top, MyGUI::MouseButton _id);
void onWorldButtonClicked(MyGUI::Widget* _sender);
std::string mPrefix;
MyGUI::ScrollView* mLocalMap;
MyGUI::ScrollView* mGlobalMap;
MyGUI::ImageBox* mPlayerArrow;
MyGUI::Button* mButton;
MyGUI::IntPoint mLastDragPos;
int mCurX, mCurY;
bool mInterior;
bool mVisible;
bool mGlobal;
};

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