#include "layouts.hpp" #include "../mwmechanics/mechanicsmanager.hpp" #include "window_manager.hpp" #include #include #include #undef min #undef max using namespace MWGui; HUD::HUD(int width, int height, int fpsLevel) : Layout("openmw_hud_layout.xml") { setCoord(0,0, width, height); // Energy bars getWidget(health, "Health"); getWidget(magicka, "Magicka"); getWidget(stamina, "Stamina"); // Item and spell images and status bars getWidget(weapImage, "WeapImage"); getWidget(weapStatus, "WeapStatus"); getWidget(spellImage, "SpellImage"); getWidget(spellStatus, "SpellStatus"); getWidget(effectBox, "EffectBox"); getWidget(effect1, "Effect1"); getWidget(minimap, "MiniMap"); getWidget(compass, "Compass"); getWidget(crosshair, "Crosshair"); if ( fpsLevel == 2 ){ getWidget(fpsbox, "FPSBoxAdv"); fpsbox->setVisible(true); getWidget(fpscounter, "FPSCounterAdv"); }else if ( fpsLevel == 1 ){ getWidget(fpsbox, "FPSBox"); fpsbox->setVisible(true); getWidget(fpscounter, "FPSCounter"); }else{ getWidget(fpscounter, "FPSCounter"); } getWidget(trianglecounter, "TriangleCounter"); getWidget(batchcounter, "BatchCounter"); compass->setImageTexture("textures\\compass.dds"); crosshair->setImageTexture("textures\\target.dds"); // These are just demo values, you should replace these with // real calls from outside the class later. setWeapIcon("icons\\w\\tx_knife_iron.dds"); setWeapStatus(90, 100); setSpellIcon("icons\\s\\b_tx_s_rstor_health.dds"); setSpellStatus(65, 100); setEffect("icons\\s\\tx_s_chameleon.dds"); } void HUD::setFPS(float fps) { fpscounter->setCaption(boost::lexical_cast((int)fps)); } void HUD::setTriangleCount(size_t count) { trianglecounter->setCaption(boost::lexical_cast(count)); } void HUD::setBatchCount(size_t count) { batchcounter->setCaption(boost::lexical_cast(count)); } void HUD::setStats(int h, int hmax, int m, int mmax, int s, int smax) { health->setProgressRange(hmax); health->setProgressPosition(h); magicka->setProgressRange(mmax); magicka->setProgressPosition(m); stamina->setProgressRange(smax); stamina->setProgressPosition(s); } void HUD::setWeapIcon(const char *str) { weapImage->setImageTexture(str); } void HUD::setSpellIcon(const char *str) { spellImage->setImageTexture(str); } void HUD::setWeapStatus(int s, int smax) { weapStatus->setProgressRange(smax); weapStatus->setProgressPosition(s); } void HUD::setSpellStatus(int s, int smax) { spellStatus->setProgressRange(smax); spellStatus->setProgressPosition(s); } void HUD::setEffect(const char *img) { effect1->setImageTexture(img); } void HUD::setValue(const std::string& id, const MWMechanics::DynamicStat& value) { static const char *ids[] = { "HBar", "MBar", "FBar", 0 }; for (int i=0; ids[i]; ++i) if (ids[i]==id) { switch (i) { case 0: health->setProgressRange (value.getModified()); health->setProgressPosition (value.getCurrent()); break; case 1: magicka->setProgressRange (value.getModified()); magicka->setProgressPosition (value.getCurrent()); break; case 2: stamina->setProgressRange (value.getModified()); stamina->setProgressPosition (value.getCurrent()); break; } } }