#ifndef MWGUI_WINDOWMANAGER_H #define MWGUI_WINDOWMANAGER_H /** This class owns and controls all the MW specific windows in the GUI. It can enable/disable Gui mode, and is responsible for sending and retrieving information from the Gui. MyGUI should be initialized separately before creating instances of this class. */ #include #include #include #include #include "../mwmechanics/stat.hpp" #include "mode.hpp" namespace MyGUI { class Gui; class Widget; } namespace Compiler { class Extensions; } namespace MWWorld { class Environment; } namespace OEngine { namespace GUI { class Layout; } } namespace MWGui { class HUD; class MapWindow; class MainMenu; class StatsWindow; class InventoryWindow; class Console; class TextInputDialog; class InfoBoxDialog; class RaceDialog; class ClassChoiceDialog; class GenerateClassResultDialog; class PickClassDialog; class CreateClassDialog; class BirthDialog; class ReviewDialog; class WindowManager { public: typedef std::pair Faction; typedef std::vector FactionList; typedef std::vector SkillList; private: MWWorld::Environment& environment; HUD *hud; MapWindow *map; MainMenu *menu; StatsWindow *stats; #if 0 InventoryWindow *inventory; #endif Console *console; // Character creation TextInputDialog *nameDialog; RaceDialog *raceDialog; ClassChoiceDialog *classChoiceDialog; InfoBoxDialog *generateClassQuestionDialog; GenerateClassResultDialog *generateClassResultDialog; PickClassDialog *pickClassDialog; CreateClassDialog *createClassDialog; BirthDialog *birthSignDialog; ReviewDialog *reviewDialog; // Which dialogs have been shown, controls back/next/ok buttons bool nameChosen; bool raceChosen; bool classChosen; bool birthSignChosen; bool reviewNext; ///< If true then any click on Next will cause the summary to be shown // Keeps track of current step in Generate Class dialogs unsigned generateClassStep; std::string generateClass; // Various stats about player as needed by window manager std::string playerName; ESM::Class playerClass; std::string playerRaceId, playerBirthSignId; std::map > playerAttributes; SkillList playerMajorSkills, playerMinorSkills; std::map > playerSkillValues; MWMechanics::DynamicStat playerHealth, playerMagicka, playerFatigue; // Gui MyGUI::Gui *gui; // Current gui mode GuiMode mode; /** * Next mode to activate in update(). */ GuiMode nextMode; /** * Whether a mode change is needed in update(). * Will use @a nextMode as the new mode. */ bool needModeChange; std::vector garbageDialogs; void cleanupGarbage(); // Currently shown windows in inventory mode GuiWindow shown; /* Currently ALLOWED windows in inventory mode. This is used at the start of the game, when windows are enabled one by one through script commands. You can manipulate this through using allow() and disableAll(). The setting should also affect visibility of certain HUD elements, but this is not done yet. */ GuiWindow allowed; // Update visibility of all windows based on mode, shown and // allowed settings. void updateVisible(); void setGuiMode(GuiMode newMode); public: /// The constructor needs the main Gui object WindowManager(MyGUI::Gui *_gui, MWWorld::Environment& environment, const Compiler::Extensions& extensions, bool newGame); virtual ~WindowManager(); /** * Should be called each frame to update windows/gui elements. * This could mean updating sizes of gui elements or opening * new dialogs. */ void update(); void setMode(GuiMode newMode) { if (newMode==GM_Inventory && allowed==GW_None) return; mode = newMode; updateVisible(); } void setNextMode(GuiMode newMode); GuiMode getMode() const { return mode; } // Everything that is not game mode is considered "gui mode" bool isGuiMode() const { return getMode() != GM_Game; } // Disallow all inventory mode windows void disallowAll() { allowed = GW_None; updateVisible(); } // Allow one or more windows void allow(GuiWindow wnd) { allowed = (GuiWindow)(allowed | wnd); updateVisible(); } MyGUI::Gui* getGui() const { return gui; } void setValue (const std::string& id, const MWMechanics::Stat& value); ///< Set value for the given ID. void setValue (const std::string& id, const MWMechanics::Stat& value); ///< Set value for the given ID. void setValue (const std::string& id, const MWMechanics::DynamicStat& value); ///< Set value for the given ID. void setValue (const std::string& id, const std::string& value); ///< set value for the given ID. void setValue (const std::string& id, int value); ///< set value for the given ID. void setPlayerClass (const ESM::Class &class_); ///< set current class of player void configureSkills (const SkillList& major, const SkillList& minor); ///< configure skill groups, each set contains the skill ID for that group. void setFactions (const FactionList& factions); ///< set faction and rank to display on stat window, use an empty vector to disable void setBirthSign (const std::string &signId); ///< set birth sign to display on stat window, use an empty string to disable. void setReputation (int reputation); ///< set the current reputation value void setBounty (int bounty); ///< set the current bounty value void updateSkillArea(); ///< update display of skills, factions, birth sign, reputation and bounty template void removeDialog(T*& dialog); ///< Casts to OEngine::GUI::Layout and calls removeDialog, then resets pointer to nullptr. void removeDialog(OEngine::GUI::Layout* dialog); ///< Hides dialog and schedules dialog to be deleted. void messageBox (const std::string& message, const std::vector& buttons); /** * Fetches a GMST string from the store, if there is no setting with the given * ID or it is not a string the default string is returned. * * @param id Identifier for the GMST setting, e.g. "aName" * @param default Default value if the GMST setting cannot be used. */ const std::string &getGameSettingString(const std::string &id, const std::string &default_); private: // Character generation: Name dialog void onNameDialogDone(); // Character generation: Race dialog void onRaceDialogDone(); void onRaceDialogBack(); // Character generation: Choose class process void onClassChoice(MyGUI::Widget* _sender, int _index); // Character generation: Generate Class void showClassQuestionDialog(); void onClassQuestionChosen(MyGUI::Widget* _sender, int _index); void onGenerateClassBack(); void onGenerateClassDone(); // Character generation: Pick Class dialog void onPickClassDialogDone(); void onPickClassDialogBack(); // Character generation: Create Class dialog void onCreateClassDialogDone(); void onCreateClassDialogBack(); // Character generation: Birth sign dialog void onBirthSignDialogDone(); void onBirthSignDialogBack(); // Character generation: Review dialog void onReviewDialogDone(); void onReviewDialogBack(); }; template void WindowManager::removeDialog(T*& dialog) { OEngine::GUI::Layout *d = static_cast(dialog); removeDialog(d); dialog = 0; } } #endif