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OpenMW/apps/openmw/mwgui/mainmenu.cpp
fteppe 125b21de20 Initial commit: In ESM structures, replace the string members that are RefIds to other records, to a new strong type
The strong type is actually just a string underneath, but this will help in the future to have a distinction so it's easier to search and replace when we use an integer ID

Slowly going through all the changes to make, still hundreds of errors

a lot of functions/structures use std::string or stringview to designate an ID. So it takes time

Continues slowly replacing ids. There are technically more and more compilation errors

I have good hope that there is a point where the amount of errors will dramatically go down as all the main functions use the ESM::RefId type

Continue moving forward, changes to the stores

slowly moving along

Starting to see the fruit of those changes.

still many many error, but more and more Irun into a situation where a function is sandwiched between two functions that use the RefId type.

More replacements. Things are starting to get easier

I can see more and more often the issue is that the function is awaiting a RefId, but is given a string
there is less need to go down functions and to fix a long list of them.

Still moving forward, and for the first time error count is going down!

Good pace, not sure about topics though, mId and mName are actually the same thing and are used interchangeably

Cells are back to using string for the name, haven't fixed everything yet. Many other changes

Under the bar of 400 compilation errors.

more good progress <100 compile errors!

More progress

Game settings store can use string for find, it was a bit absurd how every use of it required to create refId from string

some more progress on other fronts

Mostly game settings clean

one error opened a lot of other errors. Down to 18, but more will prbably appear

only link errors left??

Fixed link errors

OpenMW compiles, and launches, with some issues, but still!
2022-12-27 19:15:54 +01:00

310 lines
11 KiB
C++

#include "mainmenu.hpp"
#include <MyGUI_Gui.h>
#include <MyGUI_RenderManager.h>
#include <MyGUI_TextBox.h>
#include <components/settings/settings.hpp>
#include <components/vfs/manager.hpp>
#include <components/widgets/imagebutton.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/statemanager.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/world.hpp"
#include "backgroundimage.hpp"
#include "confirmationdialog.hpp"
#include "savegamedialog.hpp"
#include "videowidget.hpp"
namespace MWGui
{
MainMenu::MainMenu(int w, int h, const VFS::Manager* vfs, const std::string& versionDescription)
: WindowBase("openmw_mainmenu.layout")
, mWidth(w)
, mHeight(h)
, mVFS(vfs)
, mButtonBox(nullptr)
, mBackground(nullptr)
, mVideoBackground(nullptr)
, mVideo(nullptr)
{
getWidget(mVersionText, "VersionText");
mVersionText->setCaption(versionDescription);
mHasAnimatedMenu = mVFS->exists("video/menu_background.bik");
updateMenu();
}
void MainMenu::onResChange(int w, int h)
{
mWidth = w;
mHeight = h;
updateMenu();
}
void MainMenu::setVisible(bool visible)
{
if (visible)
updateMenu();
bool isMainMenu = MWBase::Environment::get().getWindowManager()->containsMode(MWGui::GM_MainMenu)
&& MWBase::Environment::get().getStateManager()->getState() == MWBase::StateManager::State_NoGame;
showBackground(isMainMenu);
if (visible)
{
if (isMainMenu)
{
if (mButtons["loadgame"]->getVisible())
MWBase::Environment::get().getWindowManager()->setKeyFocusWidget(mButtons["loadgame"]);
else
MWBase::Environment::get().getWindowManager()->setKeyFocusWidget(mButtons["newgame"]);
}
else
MWBase::Environment::get().getWindowManager()->setKeyFocusWidget(mButtons["return"]);
}
Layout::setVisible(visible);
}
void MainMenu::onNewGameConfirmed()
{
MWBase::Environment::get().getWindowManager()->removeGuiMode(MWGui::GM_MainMenu);
MWBase::Environment::get().getStateManager()->newGame();
}
void MainMenu::onExitConfirmed()
{
MWBase::Environment::get().getStateManager()->requestQuit();
}
void MainMenu::onButtonClicked(MyGUI::Widget* sender)
{
MWBase::WindowManager* winMgr = MWBase::Environment::get().getWindowManager();
const std::string& name = *sender->getUserData<std::string>();
winMgr->playSound(ESM::RefId::stringRefId("Menu Click"));
if (name == "return")
{
winMgr->removeGuiMode(GM_MainMenu);
}
else if (name == "options")
winMgr->pushGuiMode(GM_Settings);
else if (name == "credits")
winMgr->playVideo("mw_credits.bik", true);
else if (name == "exitgame")
{
if (MWBase::Environment::get().getStateManager()->getState() == MWBase::StateManager::State_NoGame)
onExitConfirmed();
else
{
ConfirmationDialog* dialog = winMgr->getConfirmationDialog();
dialog->askForConfirmation("#{sMessage2}");
dialog->eventOkClicked.clear();
dialog->eventOkClicked += MyGUI::newDelegate(this, &MainMenu::onExitConfirmed);
dialog->eventCancelClicked.clear();
}
}
else if (name == "newgame")
{
if (MWBase::Environment::get().getStateManager()->getState() == MWBase::StateManager::State_NoGame)
onNewGameConfirmed();
else
{
ConfirmationDialog* dialog = winMgr->getConfirmationDialog();
dialog->askForConfirmation("#{sNotifyMessage54}");
dialog->eventOkClicked.clear();
dialog->eventOkClicked += MyGUI::newDelegate(this, &MainMenu::onNewGameConfirmed);
dialog->eventCancelClicked.clear();
}
}
else
{
if (!mSaveGameDialog)
mSaveGameDialog = std::make_unique<SaveGameDialog>();
if (name == "loadgame")
mSaveGameDialog->setLoadOrSave(true);
else if (name == "savegame")
mSaveGameDialog->setLoadOrSave(false);
mSaveGameDialog->setVisible(true);
}
}
void MainMenu::showBackground(bool show)
{
if (mVideo && !show)
{
MyGUI::Gui::getInstance().destroyWidget(mVideoBackground);
mVideoBackground = nullptr;
mVideo = nullptr;
}
if (mBackground && !show)
{
MyGUI::Gui::getInstance().destroyWidget(mBackground);
mBackground = nullptr;
}
if (!show)
return;
bool stretch = Settings::Manager::getBool("stretch menu background", "GUI");
if (mHasAnimatedMenu)
{
if (!mVideo)
{
// Use black background to correct aspect ratio
mVideoBackground = MyGUI::Gui::getInstance().createWidgetReal<MyGUI::ImageBox>(
"ImageBox", 0, 0, 1, 1, MyGUI::Align::Default, "MainMenuBackground");
mVideoBackground->setImageTexture("black");
mVideo = mVideoBackground->createWidget<VideoWidget>(
"ImageBox", 0, 0, 1, 1, MyGUI::Align::Stretch, "MainMenuBackground");
mVideo->setVFS(mVFS);
mVideo->playVideo("video\\menu_background.bik");
}
MyGUI::IntSize viewSize = MyGUI::RenderManager::getInstance().getViewSize();
int screenWidth = viewSize.width;
int screenHeight = viewSize.height;
mVideoBackground->setSize(screenWidth, screenHeight);
mVideo->autoResize(stretch);
mVideo->setVisible(true);
}
else
{
if (!mBackground)
{
mBackground = MyGUI::Gui::getInstance().createWidgetReal<BackgroundImage>(
"ImageBox", 0, 0, 1, 1, MyGUI::Align::Stretch, "MainMenuBackground");
mBackground->setBackgroundImage("textures\\menu_morrowind.dds", true, stretch);
}
mBackground->setVisible(true);
}
}
void MainMenu::onFrame(float dt)
{
if (mVideo)
{
if (!mVideo->update())
{
// If finished playing, start again
mVideo->playVideo("video\\menu_background.bik");
}
}
}
bool MainMenu::exit()
{
return MWBase::Environment::get().getStateManager()->getState() == MWBase::StateManager::State_Running;
}
void MainMenu::updateMenu()
{
setCoord(0, 0, mWidth, mHeight);
if (!mButtonBox)
mButtonBox
= mMainWidget->createWidget<MyGUI::Widget>("", MyGUI::IntCoord(0, 0, 0, 0), MyGUI::Align::Default);
int curH = 0;
MWBase::StateManager::State state = MWBase::Environment::get().getStateManager()->getState();
mVersionText->setVisible(state == MWBase::StateManager::State_NoGame);
std::vector<std::string> buttons;
if (state == MWBase::StateManager::State_Running)
buttons.emplace_back("return");
buttons.emplace_back("newgame");
if (state == MWBase::StateManager::State_Running
&& MWBase::Environment::get().getWorld()->getGlobalInt("chargenstate") == -1
&& MWBase::Environment::get().getWindowManager()->isSavingAllowed())
buttons.emplace_back("savegame");
if (MWBase::Environment::get().getStateManager()->characterBegin()
!= MWBase::Environment::get().getStateManager()->characterEnd())
buttons.emplace_back("loadgame");
buttons.emplace_back("options");
if (state == MWBase::StateManager::State_NoGame)
buttons.emplace_back("credits");
buttons.emplace_back("exitgame");
// Create new buttons if needed
std::vector<std::string> allButtons{ "return", "newgame", "savegame", "loadgame", "options", "credits",
"exitgame" };
for (std::string& buttonId : allButtons)
{
if (mButtons.find(buttonId) == mButtons.end())
{
Gui::ImageButton* button = mButtonBox->createWidget<Gui::ImageButton>(
"ImageBox", MyGUI::IntCoord(0, curH, 0, 0), MyGUI::Align::Default);
button->setProperty("ImageHighlighted", "textures\\menu_" + buttonId + "_over.dds");
button->setProperty("ImageNormal", "textures\\menu_" + buttonId + ".dds");
button->setProperty("ImagePushed", "textures\\menu_" + buttonId + "_pressed.dds");
button->eventMouseButtonClick += MyGUI::newDelegate(this, &MainMenu::onButtonClicked);
button->setUserData(std::string(buttonId));
mButtons[buttonId] = button;
}
}
// Start by hiding all buttons
int maxwidth = 0;
for (auto& buttonPair : mButtons)
{
buttonPair.second->setVisible(false);
MyGUI::IntSize requested = buttonPair.second->getRequestedSize();
if (requested.width > maxwidth)
maxwidth = requested.width;
}
// Now show and position the ones we want
for (std::string& buttonId : buttons)
{
assert(mButtons.find(buttonId) != mButtons.end());
Gui::ImageButton* button = mButtons[buttonId];
button->setVisible(true);
// By default, assume that all menu buttons textures should have 64 height.
// If they have a different resolution, scale them.
MyGUI::IntSize requested = button->getRequestedSize();
float scale = requested.height / 64.f;
button->setImageCoord(MyGUI::IntCoord(0, 0, requested.width, requested.height));
// Trim off some of the excessive padding
// TODO: perhaps do this within ImageButton?
int height = requested.height;
button->setImageTile(MyGUI::IntSize(requested.width, requested.height - 16 * scale));
button->setCoord(
(maxwidth - requested.width / scale) / 2, curH, requested.width / scale, height / scale - 16);
curH += height / scale - 16;
}
if (state == MWBase::StateManager::State_NoGame)
{
// Align with the background image
int bottomPadding = 24;
mButtonBox->setCoord(mWidth / 2 - maxwidth / 2, mHeight - curH - bottomPadding, maxwidth, curH);
}
else
mButtonBox->setCoord(mWidth / 2 - maxwidth / 2, mHeight / 2 - curH / 2, maxwidth, curH);
}
}