mirror of
https://gitlab.com/OpenMW/openmw.git
synced 2025-01-25 15:35:23 +00:00
Change indentation to four spaces
This commit is contained in:
parent
edcac879d7
commit
03158f4b62
@ -49,61 +49,61 @@ WindowManager::WindowManager(MyGUI::Gui *_gui, MWWorld::Environment& environment
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//Register own widgets with MyGUI
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MyGUI::FactoryManager::getInstance().registerFactory<DialogeHistory>("Widget");
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// Get size info from the Gui object
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assert(gui);
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int w = gui->getViewSize().width;
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int h = gui->getViewSize().height;
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// Get size info from the Gui object
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assert(gui);
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int w = gui->getViewSize().width;
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int h = gui->getViewSize().height;
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hud = new HUD(w,h, showFPSCounter);
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menu = new MainMenu(w,h);
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map = new MapWindow();
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stats = new StatsWindow (environment);
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hud = new HUD(w,h, showFPSCounter);
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menu = new MainMenu(w,h);
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map = new MapWindow();
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stats = new StatsWindow (environment);
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#if 0
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inventory = new InventoryWindow ();
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inventory = new InventoryWindow ();
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#endif
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console = new Console(w,h, environment, extensions);
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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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// The HUD is always on
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hud->setVisible(true);
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// Setup player stats
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for (int i = 0; i < ESM::Attribute::Length; ++i)
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{
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playerAttributes.insert(std::make_pair(ESM::Attribute::attributeIds[i], MWMechanics::Stat<int>()));
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}
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// Setup player stats
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for (int i = 0; i < ESM::Attribute::Length; ++i)
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{
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playerAttributes.insert(std::make_pair(ESM::Attribute::attributeIds[i], MWMechanics::Stat<int>()));
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}
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for (int i = 0; i < ESM::Skill::Length; ++i)
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{
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playerSkillValues.insert(std::make_pair(ESM::Skill::skillIds[i], MWMechanics::Stat<float>()));
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}
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for (int i = 0; i < ESM::Skill::Length; ++i)
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{
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playerSkillValues.insert(std::make_pair(ESM::Skill::skillIds[i], MWMechanics::Stat<float>()));
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}
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// Set up visibility
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updateVisible();
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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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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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#if 0
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delete inventory;
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delete inventory;
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#endif
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delete nameDialog;
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delete raceDialog;
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delete dialogueWindow;
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delete classChoiceDialog;
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delete generateClassQuestionDialog;
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delete generateClassResultDialog;
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delete pickClassDialog;
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delete createClassDialog;
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delete birthSignDialog;
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delete reviewDialog;
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delete nameDialog;
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delete raceDialog;
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delete dialogueWindow;
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delete classChoiceDialog;
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delete generateClassQuestionDialog;
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delete generateClassResultDialog;
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delete pickClassDialog;
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delete createClassDialog;
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delete birthSignDialog;
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delete reviewDialog;
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cleanupGarbage();
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cleanupGarbage();
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}
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void WindowManager::cleanupGarbage()
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@ -147,181 +147,181 @@ void WindowManager::setGuiMode(GuiMode newMode)
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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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// 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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#if 0
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inventory->setVisible(false);
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inventory->setVisible(false);
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#endif
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console->disable();
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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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// 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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// 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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return;
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}
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if(mode == GM_MainMenu)
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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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// 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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if(mode == GM_Console)
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{
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console->enable();
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return;
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console->enable();
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return;
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}
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if (mode == GM_Name)
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{
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if (nameDialog)
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removeDialog(nameDialog);
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nameDialog = new TextInputDialog(environment);
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std::string sName = getGameSettingString("sName", "Name");
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nameDialog->setTextLabel(sName);
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nameDialog->setTextInput(playerName);
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nameDialog->setNextButtonShow(nameChosen || reviewNext);
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nameDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onNameDialogDone);
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nameDialog->open();
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return;
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}
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if (mode == GM_Race)
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{
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if (raceDialog)
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removeDialog(raceDialog);
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raceDialog = new RaceDialog(environment);
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raceDialog->setNextButtonShow(raceChosen || reviewNext);
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raceDialog->setRaceId(playerRaceId);
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raceDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onRaceDialogDone);
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raceDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onRaceDialogBack);
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raceDialog->open();
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return;
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}
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if (mode == GM_Class)
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{
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if (classChoiceDialog)
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removeDialog(classChoiceDialog);
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classChoiceDialog = new ClassChoiceDialog(environment);
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classChoiceDialog->eventButtonSelected = MyGUI::newDelegate(this, &WindowManager::onClassChoice);
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classChoiceDialog->open();
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return;
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}
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if (mode == GM_ClassGenerate)
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{
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generateClassStep = 0;
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generateClass = "";
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generateClassSpecializations[0] = 0;
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generateClassSpecializations[1] = 0;
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generateClassSpecializations[2] = 0;
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showClassQuestionDialog();
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return;
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}
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if (mode == GM_ClassPick)
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{
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if (pickClassDialog)
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removeDialog(pickClassDialog);
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pickClassDialog = new PickClassDialog(environment);
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pickClassDialog->setNextButtonShow(classChosen || reviewNext);
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pickClassDialog->setClassId(playerClass.name);
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pickClassDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onPickClassDialogDone);
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pickClassDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onPickClassDialogBack);
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pickClassDialog->open();
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return;
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}
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if (mode == GM_ClassCreate)
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{
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if (createClassDialog)
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removeDialog(createClassDialog);
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createClassDialog = new CreateClassDialog(environment);
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createClassDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onCreateClassDialogDone);
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createClassDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onCreateClassDialogBack);
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createClassDialog->open();
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return;
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}
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if (mode == GM_Birth)
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{
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if (birthSignDialog)
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removeDialog(birthSignDialog);
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birthSignDialog = new BirthDialog(environment);
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birthSignDialog->setNextButtonShow(birthSignChosen || reviewNext);
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birthSignDialog->setBirthId(playerBirthSignId);
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birthSignDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onBirthSignDialogDone);
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birthSignDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onBirthSignDialogBack);
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birthSignDialog->open();
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return;
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}
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if (mode == GM_Review)
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{
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reviewNext = false;
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if (reviewDialog)
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removeDialog(reviewDialog);
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reviewDialog = new ReviewDialog(environment);
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reviewDialog->setPlayerName(playerName);
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reviewDialog->setRace(playerRaceId);
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reviewDialog->setClass(playerClass);
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reviewDialog->setBirthSign(playerBirthSignId);
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reviewDialog->setHealth(playerHealth);
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reviewDialog->setMagicka(playerMagicka);
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reviewDialog->setFatigue(playerFatigue);
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{
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std::map<ESM::Attribute::AttributeID, MWMechanics::Stat<int> >::iterator end = playerAttributes.end();
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for (std::map<ESM::Attribute::AttributeID, MWMechanics::Stat<int> >::iterator it = playerAttributes.begin(); it != end; ++it)
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{
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reviewDialog->setAttribute(it->first, it->second);
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}
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}
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{
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std::map<ESM::Skill::SkillEnum, MWMechanics::Stat<float> >::iterator end = playerSkillValues.end();
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for (std::map<ESM::Skill::SkillEnum, MWMechanics::Stat<float> >::iterator it = playerSkillValues.begin(); it != end; ++it)
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{
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reviewDialog->setSkillValue(it->first, it->second);
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}
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reviewDialog->configureSkills(playerMajorSkills, playerMinorSkills);
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}
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reviewDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onReviewDialogDone);
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reviewDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onReviewDialogBack);
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reviewDialog->eventNameActivated = MyGUI::newDelegate(this, &WindowManager::onNameDialogActivate);
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reviewDialog->eventRaceActivated = MyGUI::newDelegate(this, &WindowManager::onRaceDialogActivate);
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reviewDialog->eventClassActivated = MyGUI::newDelegate(this, &WindowManager::onClassDialogActivate);
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reviewDialog->eventBirthSignActivated = MyGUI::newDelegate(this, &WindowManager::onBirthSignDialogActivate);
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reviewDialog->open();
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return;
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}
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if(mode == GM_Inventory)
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if (mode == GM_Name)
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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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if (nameDialog)
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removeDialog(nameDialog);
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nameDialog = new TextInputDialog(environment);
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std::string sName = getGameSettingString("sName", "Name");
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nameDialog->setTextLabel(sName);
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nameDialog->setTextInput(playerName);
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nameDialog->setNextButtonShow(nameChosen || reviewNext);
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nameDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onNameDialogDone);
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nameDialog->open();
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return;
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}
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// Show the windows we want
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map -> setVisible( (eff & GW_Map) != 0 );
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stats -> setVisible( (eff & GW_Stats) != 0 );
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if (mode == GM_Race)
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{
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if (raceDialog)
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removeDialog(raceDialog);
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raceDialog = new RaceDialog(environment);
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raceDialog->setNextButtonShow(raceChosen || reviewNext);
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raceDialog->setRaceId(playerRaceId);
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raceDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onRaceDialogDone);
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raceDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onRaceDialogBack);
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raceDialog->open();
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return;
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}
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if (mode == GM_Class)
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{
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if (classChoiceDialog)
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removeDialog(classChoiceDialog);
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classChoiceDialog = new ClassChoiceDialog(environment);
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classChoiceDialog->eventButtonSelected = MyGUI::newDelegate(this, &WindowManager::onClassChoice);
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classChoiceDialog->open();
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return;
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}
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if (mode == GM_ClassGenerate)
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{
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generateClassStep = 0;
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generateClass = "";
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generateClassSpecializations[0] = 0;
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generateClassSpecializations[1] = 0;
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generateClassSpecializations[2] = 0;
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showClassQuestionDialog();
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return;
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}
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if (mode == GM_ClassPick)
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{
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if (pickClassDialog)
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removeDialog(pickClassDialog);
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pickClassDialog = new PickClassDialog(environment);
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pickClassDialog->setNextButtonShow(classChosen || reviewNext);
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pickClassDialog->setClassId(playerClass.name);
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pickClassDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onPickClassDialogDone);
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pickClassDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onPickClassDialogBack);
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pickClassDialog->open();
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return;
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}
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if (mode == GM_ClassCreate)
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{
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if (createClassDialog)
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removeDialog(createClassDialog);
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createClassDialog = new CreateClassDialog(environment);
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createClassDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onCreateClassDialogDone);
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createClassDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onCreateClassDialogBack);
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createClassDialog->open();
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return;
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}
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if (mode == GM_Birth)
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{
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if (birthSignDialog)
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removeDialog(birthSignDialog);
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birthSignDialog = new BirthDialog(environment);
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birthSignDialog->setNextButtonShow(birthSignChosen || reviewNext);
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birthSignDialog->setBirthId(playerBirthSignId);
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birthSignDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onBirthSignDialogDone);
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birthSignDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onBirthSignDialogBack);
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birthSignDialog->open();
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return;
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}
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if (mode == GM_Review)
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{
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reviewNext = false;
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if (reviewDialog)
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removeDialog(reviewDialog);
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reviewDialog = new ReviewDialog(environment);
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reviewDialog->setPlayerName(playerName);
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reviewDialog->setRace(playerRaceId);
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reviewDialog->setClass(playerClass);
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reviewDialog->setBirthSign(playerBirthSignId);
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reviewDialog->setHealth(playerHealth);
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reviewDialog->setMagicka(playerMagicka);
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reviewDialog->setFatigue(playerFatigue);
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{
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std::map<ESM::Attribute::AttributeID, MWMechanics::Stat<int> >::iterator end = playerAttributes.end();
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for (std::map<ESM::Attribute::AttributeID, MWMechanics::Stat<int> >::iterator it = playerAttributes.begin(); it != end; ++it)
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{
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reviewDialog->setAttribute(it->first, it->second);
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}
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}
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{
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std::map<ESM::Skill::SkillEnum, MWMechanics::Stat<float> >::iterator end = playerSkillValues.end();
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for (std::map<ESM::Skill::SkillEnum, MWMechanics::Stat<float> >::iterator it = playerSkillValues.begin(); it != end; ++it)
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{
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reviewDialog->setSkillValue(it->first, it->second);
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}
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reviewDialog->configureSkills(playerMajorSkills, playerMinorSkills);
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}
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reviewDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onReviewDialogDone);
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reviewDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onReviewDialogBack);
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reviewDialog->eventNameActivated = MyGUI::newDelegate(this, &WindowManager::onNameDialogActivate);
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reviewDialog->eventRaceActivated = MyGUI::newDelegate(this, &WindowManager::onRaceDialogActivate);
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reviewDialog->eventClassActivated = MyGUI::newDelegate(this, &WindowManager::onClassDialogActivate);
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reviewDialog->eventBirthSignActivated = MyGUI::newDelegate(this, &WindowManager::onBirthSignDialogActivate);
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reviewDialog->open();
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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) != 0 );
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stats -> setVisible( (eff & GW_Stats) != 0 );
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#if 0
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// inventory -> setVisible( eff & GW_Inventory );
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// inventory -> setVisible( eff & GW_Inventory );
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#endif
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return;
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return;
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}
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if (mode == GM_Dialogue)
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@ -335,10 +335,10 @@ void WindowManager::updateVisible()
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}
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// Unsupported mode, switch back to game
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// Note: The call will eventually end up this method again but
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// will stop at the check if(mode == GM_Game) above.
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setGuiMode(GM_Game);
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// Unsupported mode, switch back to game
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// Note: The call will eventually end up this method again but
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// will stop at the check if(mode == GM_Game) above.
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setGuiMode(GM_Game);
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}
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void WindowManager::setValue (const std::string& id, const MWMechanics::Stat<int>& value)
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@ -1003,3 +1003,4 @@ void WindowManager::onBirthSignDialogActivate()
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reviewNext = true;
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setGuiMode(GM_Birth);
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}
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