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210 lines
5.6 KiB
C++
210 lines
5.6 KiB
C++
#ifndef MWGUI_LAYOUTS_H
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#define MWGUI_LAYOUTS_H
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#include <components/esm_store/store.hpp>
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#include <boost/array.hpp>
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#include <boost/lexical_cast.hpp>
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#include <sstream>
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#include <set>
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#include <string>
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#include <utility>
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#include "../mwmechanics/stat.hpp"
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#include "window_base.hpp"
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/*
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This file contains classes corresponding to window layouts
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defined in resources/mygui/ *.xml.
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Each class inherites GUI::Layout and loads the XML file, and
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provides some helper functions to manipulate the elements of the
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window.
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The windows are never created or destroyed (except at startup and
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shutdown), they are only hid. You can control visibility with
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setVisible().
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*/
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namespace MWGui
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{
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class HUD : public OEngine::GUI::Layout
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{
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public:
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HUD(int width, int height, bool fpsSwitch);
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void setStats(int h, int hmax, int m, int mmax, int s, int smax);
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void setWeapIcon(const char *str);
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void setSpellIcon(const char *str);
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void setWeapStatus(int s, int smax);
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void setSpellStatus(int s, int smax);
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void setEffect(const char *img);
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void setValue (const std::string& id, const MWMechanics::DynamicStat<int>& value);
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void setFPS(float fps);
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MyGUI::ProgressPtr health, magicka, stamina;
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MyGUI::StaticImagePtr weapImage, spellImage;
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MyGUI::ProgressPtr weapStatus, spellStatus;
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MyGUI::WidgetPtr effectBox;
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MyGUI::StaticImagePtr effect1;
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MyGUI::StaticImagePtr minimap;
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MyGUI::StaticImagePtr compass;
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MyGUI::StaticImagePtr crosshair;
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MyGUI::WidgetPtr fpsbox;
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MyGUI::StaticTextPtr fpscounter;
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};
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class MapWindow : public OEngine::GUI::Layout
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{
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public:
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MapWindow()
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: Layout("openmw_map_window_layout.xml")
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{
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setCoord(500,0,320,300);
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setText("WorldButton", "World");
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setImage("Compass", "compass.dds");
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// Obviously you should override this later on
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setCellName("No Cell Loaded");
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}
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void setCellName(const std::string& cellName)
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{
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mMainWidget->setCaption(cellName);
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}
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};
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class MainMenu : public OEngine::GUI::Layout
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{
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public:
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MainMenu(int w, int h)
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: Layout("openmw_mainmenu_layout.xml")
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{
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setCoord(0,0,w,h);
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}
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};
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#if 0
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class InventoryWindow : public OEngine::GUI::Layout
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{
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public:
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enum CategoryMode
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{
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CM_All = 0, // All items
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CM_Weapon = 1, // Only weapons
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CM_Apparel = 2, // Apparel
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CM_Magic = 3, // Magic
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CM_Misc = 4 // Misc
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};
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InventoryWindow ()
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: Layout("openmw_inventory_window_layout.xml")
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, categoryMode(CM_All)
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// color should be fetched from skin
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, activeColor(0, 0, 1)
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, inactiveColor(0.7, 0.7, 0.7)
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{
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setCoord(0, 200, 600, 400);
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// These are just demo values, you should replace these with
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// real calls from outside the class later.
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mMainWidget->setCaption("Glass Frostsword");
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setText("EncumbranceBarT", "176/210");
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MyGUI::ProgressPtr pt;
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getWidget(pt, "EncumbranceBar");
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pt->setProgressRange(210);
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pt->setProgressPosition(176);
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MyGUI::WidgetPtr avatar;
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getWidget(avatar, "Avatar");
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// Adjust armor rating text to bottom of avatar widget
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MyGUI::StaticTextPtr armor_rating;
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getWidget(armor_rating, "ArmorRating");
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armor_rating->setCaption("Armor: 11");
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MyGUI::IntCoord coord = armor_rating->getCoord();
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coord.top = avatar->getCoord().height - 4 - coord.height;
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armor_rating->setCoord(coord);
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names[0] = "All";
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names[1] = "Weapon";
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names[2] = "Apparel";
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names[3] = "Magic";
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names[4] = "Misc";
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boost::array<CategoryMode, 5> categories = { {
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CM_All, CM_Weapon, CM_Apparel, CM_Magic, CM_Misc
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} };
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// Initialize buttons with text and adjust sizes, also mark All as active button
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int margin = 2;
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int last_x = 0;
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for (int i = 0; i < categories.size(); ++i)
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{
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CategoryMode mode = categories[i];
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std::string name = names[mode];
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name += "Button";
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setText(name, names[mode]);
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getWidget(buttons[mode], name);
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MyGUI::ButtonPtr &button_pt = buttons[mode];
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if (mode == CM_All)
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button_pt->setTextColour(activeColor);
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else
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button_pt->setTextColour(inactiveColor);
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MyGUI::IntCoord coord = button_pt->getCoord();
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coord.left = last_x;
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last_x += coord.width + margin;
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button_pt->setCoord(coord);
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button_pt->eventMouseButtonClick = MyGUI::newDelegate(this, &InventoryWindow::onCategorySelected);
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}
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}
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void setCategory(CategoryMode mode)
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{
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MyGUI::ButtonPtr pt = getCategoryButton(categoryMode);
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pt->setTextColour(inactiveColor);
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pt = getCategoryButton(mode);
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pt->setTextColour(activeColor);
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categoryMode = mode;
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}
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MyGUI::ButtonPtr getCategoryButton(CategoryMode mode)
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{
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return buttons[mode];
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}
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void onCategorySelected(MyGUI::Widget *widget)
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{
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boost::array<CategoryMode, 5> categories = { {
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CM_All, CM_Weapon, CM_Apparel, CM_Magic, CM_Misc
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} };
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for (int i = 0; i < categories.size(); ++i)
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{
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CategoryMode mode = categories[i];
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if (widget == buttons[mode])
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{
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setCategory(mode);
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return;
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}
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}
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}
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CategoryMode categoryMode; // Current category filter
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MyGUI::ButtonPtr buttons[5]; // Button pointers
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std::string names[5]; // Names of category buttons
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MyGUI::Colour activeColor;
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MyGUI::Colour inactiveColor;
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};
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#endif
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}
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#endif
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