#ifndef MWGUI_REVIEW_H #define MWGUI_REVIEW_H #include "window_base.hpp" #include "../mwmechanics/stat.hpp" #include "widgets.hpp" namespace MWGui { class WindowManager; } /* This file contains the dialog for reviewing the generated character. Layout is defined by resources/mygui/openmw_chargen_review_layout.xml. */ namespace MWGui { using namespace MyGUI; class ReviewDialog : public WindowBase { public: enum Dialogs { NAME_DIALOG, RACE_DIALOG, CLASS_DIALOG, BIRTHSIGN_DIALOG }; typedef std::vector SkillList; ReviewDialog(WindowManager& parWindowManager); void setPlayerName(const std::string &name); void setRace(const std::string &raceId); void setClass(const ESM::Class& class_); void setBirthSign (const std::string &signId); void setHealth(const MWMechanics::DynamicStat& value); void setMagicka(const MWMechanics::DynamicStat& value); void setFatigue(const MWMechanics::DynamicStat& value); void setAttribute(ESM::Attribute::AttributeID attributeId, const MWMechanics::Stat& value); void configureSkills(const SkillList& major, const SkillList& minor); void setSkillValue(ESM::Skill::SkillEnum skillId, const MWMechanics::Stat& value); void open(); // Events typedef delegates::CMultiDelegate0 EventHandle_Void; typedef delegates::CMultiDelegate1 EventHandle_Int; /** Event : Back button clicked.\n signature : void method()\n */ EventHandle_Void eventBack; EventHandle_Int eventActivateDialog; protected: void onOkClicked(MyGUI::Widget* _sender); void onBackClicked(MyGUI::Widget* _sender); void onNameClicked(MyGUI::Widget* _sender); void onRaceClicked(MyGUI::Widget* _sender); void onClassClicked(MyGUI::Widget* _sender); void onBirthSignClicked(MyGUI::Widget* _sender); private: void addSkills(const SkillList &skills, const std::string &titleId, const std::string &titleDefault, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2); void addSeparator(MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2); void addGroup(const std::string &label, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2); MyGUI::TextBox* addValueItem(const std::string text, const std::string &value, const std::string& state, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2); void addItem(const std::string text, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2); void updateScroller(); void updateSkillArea(); void onScrollChangePosition(MyGUI::ScrollBar* scroller, size_t pos); void onWindowResize(MyGUI::Window* window); static const int lineHeight; MyGUI::TextBox *nameWidget, *raceWidget, *classWidget, *birthSignWidget; MyGUI::WidgetPtr skillAreaWidget, skillClientWidget; MyGUI::ScrollBar* skillScrollerWidget; int lastPos, clientHeight; Widgets::MWDynamicStatPtr health, magicka, fatigue; std::map attributeWidgets; SkillList majorSkills, minorSkills, miscSkills; std::map > skillValues; std::map skillWidgetMap; std::string name, raceId, birthSignId; ESM::Class klass; std::vector skillWidgets; //< Skills and other information }; } #endif