mirror of
https://gitlab.com/OpenMW/openmw.git
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393 lines
14 KiB
C++
393 lines
14 KiB
C++
#ifndef GAME_MWBASE_WINDOWMANAGER_H
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#define GAME_MWBASE_WINDOWMANAGER_H
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#include <cstdint>
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#include <filesystem>
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#include <map>
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#include <memory>
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#include <set>
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#include <string>
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#include <vector>
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#include <MyGUI_KeyCode.h>
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#include "../mwgui/mode.hpp"
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#include <components/sdlutil/events.hpp>
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namespace ESM
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{
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class RefId;
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}
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namespace Loading
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{
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class Listener;
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}
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namespace Translation
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{
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class Storage;
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}
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namespace MyGUI
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{
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class Gui;
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class Widget;
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class UString;
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}
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namespace ESM
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{
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class ESMReader;
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class ESMWriter;
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}
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namespace MWMechanics
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{
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class AttributeValue;
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template <typename T>
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class DynamicStat;
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class SkillValue;
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}
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namespace MWWorld
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{
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class CellStore;
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class Ptr;
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}
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namespace MWGui
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{
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class Layout;
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class Console;
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class SpellWindow;
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class TradeWindow;
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class TravelWindow;
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class SpellBuyingWindow;
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class ConfirmationDialog;
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class CountDialog;
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class ScrollWindow;
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class BookWindow;
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class InventoryWindow;
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class ContainerWindow;
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class DialogueWindow;
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class WindowModal;
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class JailScreen;
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class MessageBox;
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class PostProcessorHud;
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class SettingsWindow;
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enum ShowInDialogueMode
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{
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ShowInDialogueMode_IfPossible,
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ShowInDialogueMode_Only,
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ShowInDialogueMode_Never
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};
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struct TextColours;
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}
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namespace SFO
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{
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class CursorManager;
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}
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namespace MWBase
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{
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/// \brief Interface for widnow manager (implemented in MWGui)
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class WindowManager : public SDLUtil::WindowListener
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{
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WindowManager(const WindowManager&);
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///< not implemented
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WindowManager& operator=(const WindowManager&);
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///< not implemented
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public:
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typedef std::vector<int> SkillList;
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WindowManager() {}
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virtual ~WindowManager() {}
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/// @note This method will block until the video finishes playing
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/// (and will continually update the window while doing so)
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virtual void playVideo(std::string_view name, bool allowSkipping, bool overrideSounds = true) = 0;
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virtual void setNewGame(bool newgame) = 0;
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virtual void pushGuiMode(MWGui::GuiMode mode, const MWWorld::Ptr& arg) = 0;
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virtual void pushGuiMode(MWGui::GuiMode mode) = 0;
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virtual void popGuiMode(bool forceExit = false) = 0;
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virtual void removeGuiMode(MWGui::GuiMode mode) = 0;
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///< can be anywhere in the stack
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virtual void goToJail(int days) = 0;
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virtual void updatePlayer() = 0;
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virtual MWGui::GuiMode getMode() const = 0;
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virtual bool containsMode(MWGui::GuiMode) const = 0;
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virtual bool isGuiMode() const = 0;
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virtual bool isConsoleMode() const = 0;
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virtual bool isPostProcessorHudVisible() const = 0;
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virtual bool isSettingsWindowVisible() const = 0;
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virtual bool isInteractiveMessageBoxActive() const = 0;
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virtual void toggleVisible(MWGui::GuiWindow wnd) = 0;
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virtual void forceHide(MWGui::GuiWindow wnd) = 0;
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virtual void unsetForceHide(MWGui::GuiWindow wnd) = 0;
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/// Disallow all inventory mode windows
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virtual void disallowAll() = 0;
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/// Allow one or more windows
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virtual void allow(MWGui::GuiWindow wnd) = 0;
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virtual bool isAllowed(MWGui::GuiWindow wnd) const = 0;
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/// \todo investigate, if we really need to expose every single lousy UI element to the outside world
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virtual MWGui::InventoryWindow* getInventoryWindow() = 0;
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virtual MWGui::CountDialog* getCountDialog() = 0;
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virtual MWGui::ConfirmationDialog* getConfirmationDialog() = 0;
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virtual MWGui::TradeWindow* getTradeWindow() = 0;
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virtual MWGui::PostProcessorHud* getPostProcessorHud() = 0;
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/// Make the player use an item, while updating GUI state accordingly
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virtual void useItem(const MWWorld::Ptr& item, bool force = false) = 0;
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virtual void updateSpellWindow() = 0;
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virtual void setConsoleSelectedObject(const MWWorld::Ptr& object) = 0;
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virtual MWWorld::Ptr getConsoleSelectedObject() const = 0;
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virtual void setConsoleMode(std::string_view mode) = 0;
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virtual const std::string& getConsoleMode() = 0;
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static constexpr std::string_view sConsoleColor_Default = "#FFFFFF";
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static constexpr std::string_view sConsoleColor_Error = "#FF2222";
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static constexpr std::string_view sConsoleColor_Success = "#FF00FF";
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static constexpr std::string_view sConsoleColor_Info = "#AAAAAA";
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virtual void printToConsole(const std::string& msg, std::string_view color) = 0;
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/// Set time left for the player to start drowning (update the drowning bar)
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/// @param time time left to start drowning
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/// @param maxTime how long we can be underwater (in total) until drowning starts
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virtual void setDrowningTimeLeft(float time, float maxTime) = 0;
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virtual void changeCell(const MWWorld::CellStore* cell) = 0;
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///< change the active cell
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virtual void setFocusObject(const MWWorld::Ptr& focus) = 0;
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virtual void setFocusObjectScreenCoords(float min_x, float min_y, float max_x, float max_y) = 0;
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virtual void setCursorVisible(bool visible) = 0;
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virtual void setCursorActive(bool active) = 0;
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virtual void getMousePosition(int& x, int& y) = 0;
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virtual void getMousePosition(float& x, float& y) = 0;
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virtual void setDragDrop(bool dragDrop) = 0;
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virtual bool getWorldMouseOver() = 0;
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virtual float getScalingFactor() const = 0;
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virtual bool toggleFogOfWar() = 0;
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virtual bool toggleFullHelp() = 0;
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///< show extra info in item tooltips (owner, script)
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virtual bool getFullHelp() const = 0;
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/// sets the visibility of the drowning bar
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virtual void setDrowningBarVisibility(bool visible) = 0;
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/// sets the visibility of the hud health/magicka/stamina bars
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virtual void setHMSVisibility(bool visible) = 0;
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/// sets the visibility of the hud minimap
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virtual void setMinimapVisibility(bool visible) = 0;
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virtual void setWeaponVisibility(bool visible) = 0;
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virtual void setSpellVisibility(bool visible) = 0;
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virtual void setSneakVisibility(bool visible) = 0;
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/// activate selected quick key
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virtual void activateQuickKey(int index) = 0;
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/// update activated quick key state (if action executing was delayed for some reason)
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virtual void updateActivatedQuickKey() = 0;
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virtual const ESM::RefId& getSelectedSpell() = 0;
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virtual void setSelectedSpell(const ESM::RefId& spellId, int successChancePercent) = 0;
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virtual void setSelectedEnchantItem(const MWWorld::Ptr& item) = 0;
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virtual const MWWorld::Ptr& getSelectedEnchantItem() const = 0;
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virtual void setSelectedWeapon(const MWWorld::Ptr& item) = 0;
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virtual const MWWorld::Ptr& getSelectedWeapon() const = 0;
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virtual void unsetSelectedSpell() = 0;
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virtual void unsetSelectedWeapon() = 0;
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virtual void showCrosshair(bool show) = 0;
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virtual bool setHudVisibility(bool show) = 0;
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virtual bool isHudVisible() const = 0;
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virtual void disallowMouse() = 0;
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virtual void allowMouse() = 0;
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virtual void notifyInputActionBound() = 0;
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virtual void addVisitedLocation(const std::string& name, int x, int y) = 0;
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/// Hides dialog and schedules dialog to be deleted.
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virtual void removeDialog(std::unique_ptr<MWGui::Layout>&& dialog) = 0;
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/// Gracefully attempts to exit the topmost GUI mode
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/** No guarantee of actually closing the window **/
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virtual void exitCurrentGuiMode() = 0;
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virtual void messageBox(std::string_view message,
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enum MWGui::ShowInDialogueMode showInDialogueMode = MWGui::ShowInDialogueMode_IfPossible)
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= 0;
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/// Puts message into a queue to show on the next update. Thread safe alternative for messageBox.
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virtual void scheduleMessageBox(std::string message,
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enum MWGui::ShowInDialogueMode showInDialogueMode = MWGui::ShowInDialogueMode_IfPossible)
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= 0;
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virtual void staticMessageBox(std::string_view message) = 0;
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virtual void removeStaticMessageBox() = 0;
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virtual void interactiveMessageBox(std::string_view message, const std::vector<std::string>& buttons = {},
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bool block = false, int defaultFocus = -1)
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= 0;
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/// returns the index of the pressed button or -1 if no button was pressed
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/// (->MessageBoxmanager->InteractiveMessageBox)
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virtual int readPressedButton() = 0;
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virtual void updateConsoleObjectPtr(const MWWorld::Ptr& currentPtr, const MWWorld::Ptr& newPtr) = 0;
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/**
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* Fetches a GMST string from the store, if there is no setting with the given
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* ID or it is not a string the default string is returned.
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*
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* @param id Identifier for the GMST setting, e.g. "aName"
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* @param default Default value if the GMST setting cannot be used.
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*/
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virtual std::string_view getGameSettingString(std::string_view id, std::string_view default_) = 0;
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virtual void processChangedSettings(const std::set<std::pair<std::string, std::string>>& changed) = 0;
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virtual void executeInConsole(const std::filesystem::path& path) = 0;
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virtual void enableRest() = 0;
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virtual bool getRestEnabled() = 0;
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virtual bool getJournalAllowed() = 0;
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virtual bool getPlayerSleeping() = 0;
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virtual void wakeUpPlayer() = 0;
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virtual void showSoulgemDialog(MWWorld::Ptr item) = 0;
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virtual void changePointer(const std::string& name) = 0;
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virtual void setEnemy(const MWWorld::Ptr& enemy) = 0;
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virtual std::size_t getMessagesCount() const = 0;
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virtual const Translation::Storage& getTranslationDataStorage() const = 0;
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/// Warning: do not use MyGUI::InputManager::setKeyFocusWidget directly. Instead use this.
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virtual void setKeyFocusWidget(MyGUI::Widget* widget) = 0;
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virtual Loading::Listener* getLoadingScreen() = 0;
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/// Should the cursor be visible?
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virtual bool getCursorVisible() = 0;
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/// Clear all savegame-specific data
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virtual void clear() = 0;
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virtual void write(ESM::ESMWriter& writer, Loading::Listener& progress) = 0;
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virtual void readRecord(ESM::ESMReader& reader, uint32_t type) = 0;
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virtual int countSavedGameRecords() const = 0;
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/// Does the current stack of GUI-windows permit saving?
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virtual bool isSavingAllowed() const = 0;
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/// Send exit command to active Modal window
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virtual void exitCurrentModal() = 0;
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/// Sets the current Modal
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/** Used to send exit command to active Modal when Esc is pressed **/
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virtual void addCurrentModal(MWGui::WindowModal* input) = 0;
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/// Removes the top Modal
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/** Used when one Modal adds another Modal
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\param input Pointer to the current modal, to ensure proper modal is removed **/
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virtual void removeCurrentModal(MWGui::WindowModal* input) = 0;
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virtual void pinWindow(MWGui::GuiWindow window) = 0;
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virtual void toggleMaximized(MWGui::Layout* layout) = 0;
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/// Fade the screen in, over \a time seconds
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virtual void fadeScreenIn(const float time, bool clearQueue = true, float delay = 0.f) = 0;
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/// Fade the screen out to black, over \a time seconds
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virtual void fadeScreenOut(const float time, bool clearQueue = true, float delay = 0.f) = 0;
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/// Fade the screen to a specified percentage of black, over \a time seconds
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virtual void fadeScreenTo(const int percent, const float time, bool clearQueue = true, float delay = 0.f) = 0;
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/// Darken the screen to a specified percentage
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virtual void setBlindness(const int percent) = 0;
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virtual void activateHitOverlay(bool interrupt = true) = 0;
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virtual void setWerewolfOverlay(bool set) = 0;
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virtual void toggleConsole() = 0;
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virtual void toggleDebugWindow() = 0;
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virtual void togglePostProcessorHud() = 0;
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virtual void toggleSettingsWindow() = 0;
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/// Cycle to next or previous spell
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virtual void cycleSpell(bool next) = 0;
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/// Cycle to next or previous weapon
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virtual void cycleWeapon(bool next) = 0;
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virtual void playSound(const ESM::RefId& soundId, float volume = 1.f, float pitch = 1.f) = 0;
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virtual void addCell(MWWorld::CellStore* cell) = 0;
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virtual void removeCell(MWWorld::CellStore* cell) = 0;
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virtual void writeFog(MWWorld::CellStore* cell) = 0;
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virtual const MWGui::TextColours& getTextColours() = 0;
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virtual bool injectKeyPress(MyGUI::KeyCode key, unsigned int text, bool repeat) = 0;
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virtual bool injectKeyRelease(MyGUI::KeyCode key) = 0;
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void windowVisibilityChange(bool visible) override = 0;
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void windowResized(int x, int y) override = 0;
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void windowClosed() override = 0;
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virtual bool isWindowVisible() = 0;
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virtual void watchActor(const MWWorld::Ptr& ptr) = 0;
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virtual MWWorld::Ptr getWatchedActor() const = 0;
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virtual const std::string& getVersionDescription() const = 0;
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virtual void onDeleteCustomData(const MWWorld::Ptr& ptr) = 0;
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virtual void forceLootMode(const MWWorld::Ptr& ptr) = 0;
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virtual void asyncPrepareSaveMap() = 0;
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/// Sets the cull masks for all applicable views
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virtual void setCullMask(uint32_t mask) = 0;
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/// Same as viewer->getCamera()->getCullMask(), provided for consistency.
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virtual uint32_t getCullMask() = 0;
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// Used in Lua bindings
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virtual const std::vector<MWGui::GuiMode>& getGuiModeStack() const = 0;
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virtual void setDisabledByLua(std::string_view windowId, bool disabled) = 0;
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virtual std::vector<std::string_view> getAllWindowIds() const = 0;
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virtual std::vector<std::string_view> getAllowedWindowIds(MWGui::GuiMode mode) const = 0;
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};
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}
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#endif
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