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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-02-04 03:40:14 +00:00

Change indentation to four spaces

This commit is contained in:
Jan-Peter Nilsson 2011-01-01 22:53:34 +01:00
parent edcac879d7
commit 03158f4b62

View File

@ -49,61 +49,61 @@ WindowManager::WindowManager(MyGUI::Gui *_gui, MWWorld::Environment& environment
//Register own widgets with MyGUI //Register own widgets with MyGUI
MyGUI::FactoryManager::getInstance().registerFactory<DialogeHistory>("Widget"); MyGUI::FactoryManager::getInstance().registerFactory<DialogeHistory>("Widget");
// Get size info from the Gui object // Get size info from the Gui object
assert(gui); assert(gui);
int w = gui->getViewSize().width; int w = gui->getViewSize().width;
int h = gui->getViewSize().height; int h = gui->getViewSize().height;
hud = new HUD(w,h, showFPSCounter); hud = new HUD(w,h, showFPSCounter);
menu = new MainMenu(w,h); menu = new MainMenu(w,h);
map = new MapWindow(); map = new MapWindow();
stats = new StatsWindow (environment); stats = new StatsWindow (environment);
#if 0 #if 0
inventory = new InventoryWindow (); inventory = new InventoryWindow ();
#endif #endif
console = new Console(w,h, environment, extensions); console = new Console(w,h, environment, extensions);
// The HUD is always on // The HUD is always on
hud->setVisible(true); hud->setVisible(true);
// Setup player stats // Setup player stats
for (int i = 0; i < ESM::Attribute::Length; ++i) for (int i = 0; i < ESM::Attribute::Length; ++i)
{ {
playerAttributes.insert(std::make_pair(ESM::Attribute::attributeIds[i], MWMechanics::Stat<int>())); playerAttributes.insert(std::make_pair(ESM::Attribute::attributeIds[i], MWMechanics::Stat<int>()));
} }
for (int i = 0; i < ESM::Skill::Length; ++i) for (int i = 0; i < ESM::Skill::Length; ++i)
{ {
playerSkillValues.insert(std::make_pair(ESM::Skill::skillIds[i], MWMechanics::Stat<float>())); playerSkillValues.insert(std::make_pair(ESM::Skill::skillIds[i], MWMechanics::Stat<float>()));
} }
// Set up visibility // Set up visibility
updateVisible(); updateVisible();
} }
WindowManager::~WindowManager() WindowManager::~WindowManager()
{ {
delete console; delete console;
delete hud; delete hud;
delete map; delete map;
delete menu; delete menu;
delete stats; delete stats;
#if 0 #if 0
delete inventory; delete inventory;
#endif #endif
delete nameDialog; delete nameDialog;
delete raceDialog; delete raceDialog;
delete dialogueWindow; delete dialogueWindow;
delete classChoiceDialog; delete classChoiceDialog;
delete generateClassQuestionDialog; delete generateClassQuestionDialog;
delete generateClassResultDialog; delete generateClassResultDialog;
delete pickClassDialog; delete pickClassDialog;
delete createClassDialog; delete createClassDialog;
delete birthSignDialog; delete birthSignDialog;
delete reviewDialog; delete reviewDialog;
cleanupGarbage(); cleanupGarbage();
} }
void WindowManager::cleanupGarbage() void WindowManager::cleanupGarbage()
@ -147,181 +147,181 @@ void WindowManager::setGuiMode(GuiMode newMode)
void WindowManager::updateVisible() void WindowManager::updateVisible()
{ {
// Start out by hiding everything except the HUD // Start out by hiding everything except the HUD
map->setVisible(false); map->setVisible(false);
menu->setVisible(false); menu->setVisible(false);
stats->setVisible(false); stats->setVisible(false);
#if 0 #if 0
inventory->setVisible(false); inventory->setVisible(false);
#endif #endif
console->disable(); console->disable();
// Mouse is visible whenever we're not in game mode // Mouse is visible whenever we're not in game mode
gui->setVisiblePointer(isGuiMode()); gui->setVisiblePointer(isGuiMode());
// If in game mode, don't show anything. // If in game mode, don't show anything.
if(mode == GM_Game) if(mode == GM_Game)
{ {
return; return;
} }
if(mode == GM_MainMenu) if(mode == GM_MainMenu)
{ {
// Enable the main menu // Enable the main menu
menu->setVisible(true); menu->setVisible(true);
return; return;
} }
if(mode == GM_Console) if(mode == GM_Console)
{ {
console->enable(); console->enable();
return; return;
} }
if (mode == GM_Name) if (mode == GM_Name)
{
if (nameDialog)
removeDialog(nameDialog);
nameDialog = new TextInputDialog(environment);
std::string sName = getGameSettingString("sName", "Name");
nameDialog->setTextLabel(sName);
nameDialog->setTextInput(playerName);
nameDialog->setNextButtonShow(nameChosen || reviewNext);
nameDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onNameDialogDone);
nameDialog->open();
return;
}
if (mode == GM_Race)
{
if (raceDialog)
removeDialog(raceDialog);
raceDialog = new RaceDialog(environment);
raceDialog->setNextButtonShow(raceChosen || reviewNext);
raceDialog->setRaceId(playerRaceId);
raceDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onRaceDialogDone);
raceDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onRaceDialogBack);
raceDialog->open();
return;
}
if (mode == GM_Class)
{
if (classChoiceDialog)
removeDialog(classChoiceDialog);
classChoiceDialog = new ClassChoiceDialog(environment);
classChoiceDialog->eventButtonSelected = MyGUI::newDelegate(this, &WindowManager::onClassChoice);
classChoiceDialog->open();
return;
}
if (mode == GM_ClassGenerate)
{
generateClassStep = 0;
generateClass = "";
generateClassSpecializations[0] = 0;
generateClassSpecializations[1] = 0;
generateClassSpecializations[2] = 0;
showClassQuestionDialog();
return;
}
if (mode == GM_ClassPick)
{
if (pickClassDialog)
removeDialog(pickClassDialog);
pickClassDialog = new PickClassDialog(environment);
pickClassDialog->setNextButtonShow(classChosen || reviewNext);
pickClassDialog->setClassId(playerClass.name);
pickClassDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onPickClassDialogDone);
pickClassDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onPickClassDialogBack);
pickClassDialog->open();
return;
}
if (mode == GM_ClassCreate)
{
if (createClassDialog)
removeDialog(createClassDialog);
createClassDialog = new CreateClassDialog(environment);
createClassDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onCreateClassDialogDone);
createClassDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onCreateClassDialogBack);
createClassDialog->open();
return;
}
if (mode == GM_Birth)
{
if (birthSignDialog)
removeDialog(birthSignDialog);
birthSignDialog = new BirthDialog(environment);
birthSignDialog->setNextButtonShow(birthSignChosen || reviewNext);
birthSignDialog->setBirthId(playerBirthSignId);
birthSignDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onBirthSignDialogDone);
birthSignDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onBirthSignDialogBack);
birthSignDialog->open();
return;
}
if (mode == GM_Review)
{
reviewNext = false;
if (reviewDialog)
removeDialog(reviewDialog);
reviewDialog = new ReviewDialog(environment);
reviewDialog->setPlayerName(playerName);
reviewDialog->setRace(playerRaceId);
reviewDialog->setClass(playerClass);
reviewDialog->setBirthSign(playerBirthSignId);
reviewDialog->setHealth(playerHealth);
reviewDialog->setMagicka(playerMagicka);
reviewDialog->setFatigue(playerFatigue);
{
std::map<ESM::Attribute::AttributeID, MWMechanics::Stat<int> >::iterator end = playerAttributes.end();
for (std::map<ESM::Attribute::AttributeID, MWMechanics::Stat<int> >::iterator it = playerAttributes.begin(); it != end; ++it)
{
reviewDialog->setAttribute(it->first, it->second);
}
}
{
std::map<ESM::Skill::SkillEnum, MWMechanics::Stat<float> >::iterator end = playerSkillValues.end();
for (std::map<ESM::Skill::SkillEnum, MWMechanics::Stat<float> >::iterator it = playerSkillValues.begin(); it != end; ++it)
{
reviewDialog->setSkillValue(it->first, it->second);
}
reviewDialog->configureSkills(playerMajorSkills, playerMinorSkills);
}
reviewDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onReviewDialogDone);
reviewDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onReviewDialogBack);
reviewDialog->eventNameActivated = MyGUI::newDelegate(this, &WindowManager::onNameDialogActivate);
reviewDialog->eventRaceActivated = MyGUI::newDelegate(this, &WindowManager::onRaceDialogActivate);
reviewDialog->eventClassActivated = MyGUI::newDelegate(this, &WindowManager::onClassDialogActivate);
reviewDialog->eventBirthSignActivated = MyGUI::newDelegate(this, &WindowManager::onBirthSignDialogActivate);
reviewDialog->open();
return;
}
if(mode == GM_Inventory)
{ {
// Ah, inventory mode. First, compute the effective set of if (nameDialog)
// windows to show. This is controlled both by what windows the removeDialog(nameDialog);
// user has opened/closed (the 'shown' variable) and by what nameDialog = new TextInputDialog(environment);
// windows we are allowed to show (the 'allowed' var.) std::string sName = getGameSettingString("sName", "Name");
int eff = shown & allowed; nameDialog->setTextLabel(sName);
nameDialog->setTextInput(playerName);
nameDialog->setNextButtonShow(nameChosen || reviewNext);
nameDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onNameDialogDone);
nameDialog->open();
return;
}
// Show the windows we want if (mode == GM_Race)
map -> setVisible( (eff & GW_Map) != 0 ); {
stats -> setVisible( (eff & GW_Stats) != 0 ); if (raceDialog)
removeDialog(raceDialog);
raceDialog = new RaceDialog(environment);
raceDialog->setNextButtonShow(raceChosen || reviewNext);
raceDialog->setRaceId(playerRaceId);
raceDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onRaceDialogDone);
raceDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onRaceDialogBack);
raceDialog->open();
return;
}
if (mode == GM_Class)
{
if (classChoiceDialog)
removeDialog(classChoiceDialog);
classChoiceDialog = new ClassChoiceDialog(environment);
classChoiceDialog->eventButtonSelected = MyGUI::newDelegate(this, &WindowManager::onClassChoice);
classChoiceDialog->open();
return;
}
if (mode == GM_ClassGenerate)
{
generateClassStep = 0;
generateClass = "";
generateClassSpecializations[0] = 0;
generateClassSpecializations[1] = 0;
generateClassSpecializations[2] = 0;
showClassQuestionDialog();
return;
}
if (mode == GM_ClassPick)
{
if (pickClassDialog)
removeDialog(pickClassDialog);
pickClassDialog = new PickClassDialog(environment);
pickClassDialog->setNextButtonShow(classChosen || reviewNext);
pickClassDialog->setClassId(playerClass.name);
pickClassDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onPickClassDialogDone);
pickClassDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onPickClassDialogBack);
pickClassDialog->open();
return;
}
if (mode == GM_ClassCreate)
{
if (createClassDialog)
removeDialog(createClassDialog);
createClassDialog = new CreateClassDialog(environment);
createClassDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onCreateClassDialogDone);
createClassDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onCreateClassDialogBack);
createClassDialog->open();
return;
}
if (mode == GM_Birth)
{
if (birthSignDialog)
removeDialog(birthSignDialog);
birthSignDialog = new BirthDialog(environment);
birthSignDialog->setNextButtonShow(birthSignChosen || reviewNext);
birthSignDialog->setBirthId(playerBirthSignId);
birthSignDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onBirthSignDialogDone);
birthSignDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onBirthSignDialogBack);
birthSignDialog->open();
return;
}
if (mode == GM_Review)
{
reviewNext = false;
if (reviewDialog)
removeDialog(reviewDialog);
reviewDialog = new ReviewDialog(environment);
reviewDialog->setPlayerName(playerName);
reviewDialog->setRace(playerRaceId);
reviewDialog->setClass(playerClass);
reviewDialog->setBirthSign(playerBirthSignId);
reviewDialog->setHealth(playerHealth);
reviewDialog->setMagicka(playerMagicka);
reviewDialog->setFatigue(playerFatigue);
{
std::map<ESM::Attribute::AttributeID, MWMechanics::Stat<int> >::iterator end = playerAttributes.end();
for (std::map<ESM::Attribute::AttributeID, MWMechanics::Stat<int> >::iterator it = playerAttributes.begin(); it != end; ++it)
{
reviewDialog->setAttribute(it->first, it->second);
}
}
{
std::map<ESM::Skill::SkillEnum, MWMechanics::Stat<float> >::iterator end = playerSkillValues.end();
for (std::map<ESM::Skill::SkillEnum, MWMechanics::Stat<float> >::iterator it = playerSkillValues.begin(); it != end; ++it)
{
reviewDialog->setSkillValue(it->first, it->second);
}
reviewDialog->configureSkills(playerMajorSkills, playerMinorSkills);
}
reviewDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onReviewDialogDone);
reviewDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onReviewDialogBack);
reviewDialog->eventNameActivated = MyGUI::newDelegate(this, &WindowManager::onNameDialogActivate);
reviewDialog->eventRaceActivated = MyGUI::newDelegate(this, &WindowManager::onRaceDialogActivate);
reviewDialog->eventClassActivated = MyGUI::newDelegate(this, &WindowManager::onClassDialogActivate);
reviewDialog->eventBirthSignActivated = MyGUI::newDelegate(this, &WindowManager::onBirthSignDialogActivate);
reviewDialog->open();
return;
}
if(mode == GM_Inventory)
{
// Ah, inventory mode. First, compute the effective set of
// windows to show. This is controlled both by what windows the
// user has opened/closed (the 'shown' variable) and by what
// windows we are allowed to show (the 'allowed' var.)
int eff = shown & allowed;
// Show the windows we want
map -> setVisible( (eff & GW_Map) != 0 );
stats -> setVisible( (eff & GW_Stats) != 0 );
#if 0 #if 0
// inventory -> setVisible( eff & GW_Inventory ); // inventory -> setVisible( eff & GW_Inventory );
#endif #endif
return; return;
} }
if (mode == GM_Dialogue) if (mode == GM_Dialogue)
@ -335,10 +335,10 @@ void WindowManager::updateVisible()
} }
// Unsupported mode, switch back to game // Unsupported mode, switch back to game
// Note: The call will eventually end up this method again but // Note: The call will eventually end up this method again but
// will stop at the check if(mode == GM_Game) above. // will stop at the check if(mode == GM_Game) above.
setGuiMode(GM_Game); setGuiMode(GM_Game);
} }
void WindowManager::setValue (const std::string& id, const MWMechanics::Stat<int>& value) void WindowManager::setValue (const std::string& id, const MWMechanics::Stat<int>& value)
@ -1003,3 +1003,4 @@ void WindowManager::onBirthSignDialogActivate()
reviewNext = true; reviewNext = true;
setGuiMode(GM_Birth); setGuiMode(GM_Birth);
} }