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396 lines
11 KiB
C++
396 lines
11 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 <openengine/gui/layout.hpp>
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#include <boost/array.hpp>
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/*
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This file contains classes corresponding to all the 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)
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: Layout("openmw_hud_layout.xml")
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{
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setCoord(0,0, width, height);
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// Energy bars
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getWidget(health, "Health");
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getWidget(magicka, "Magicka");
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getWidget(stamina, "Stamina");
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// Item and spell images and status bars
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getWidget(weapImage, "WeapImage");
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getWidget(weapStatus, "WeapStatus");
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getWidget(spellImage, "SpellImage");
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getWidget(spellStatus, "SpellStatus");
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getWidget(effectBox, "EffectBox");
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getWidget(effect1, "Effect1");
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getWidget(minimap, "MiniMap");
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getWidget(compass, "Compass");
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getWidget(crosshair, "Crosshair");
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compass->setImageTexture("textures\\compass.dds");
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crosshair->setImageTexture("textures\\target.dds");
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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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setWeapIcon("icons\\w\\tx_knife_iron.dds");
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setWeapStatus(90, 100);
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setSpellIcon("icons\\s\\b_tx_s_rstor_health.dds");
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setSpellStatus(65, 100);
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setEffect("icons\\s\\tx_s_chameleon.dds");
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}
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void setStats(int h, int hmax, int m, int mmax, int s, int smax)
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{
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health->setProgressRange(hmax);
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health->setProgressPosition(h);
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magicka->setProgressRange(mmax);
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magicka->setProgressPosition(m);
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stamina->setProgressRange(smax);
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stamina->setProgressPosition(s);
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}
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void setWeapIcon(const char *str)
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{ weapImage->setImageTexture(str); }
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void setSpellIcon(const char *str)
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{ spellImage->setImageTexture(str); }
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void setWeapStatus(int s, int smax)
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{
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weapStatus->setProgressRange(smax);
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weapStatus->setProgressPosition(s);
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}
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void setSpellStatus(int s, int smax)
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{
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spellStatus->setProgressRange(smax);
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spellStatus->setProgressPosition(s);
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}
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void setEffect(const char *img)
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{ effect1->setImageTexture(img); }
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void setValue (const std::string& id, const MWMechanics::DynamicStat<int>& value)
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{
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static const char *ids[] =
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{
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"HBar", "MBar", "FBar",
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0
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};
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for (int i=0; ids[i]; ++i)
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if (ids[i]==id)
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{
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switch (i)
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{
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case 0:
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health->setProgressRange (value.getModified());
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health->setProgressPosition (value.getCurrent());
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break;
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case 1:
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magicka->setProgressRange (value.getModified());
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magicka->setProgressPosition (value.getCurrent());
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break;
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case 2:
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stamina->setProgressRange (value.getModified());
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stamina->setProgressPosition (value.getCurrent());
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break;
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}
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}
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}
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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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};
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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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class StatsWindow : public OEngine::GUI::Layout
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{
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public:
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void setBar(const std::string& name, const std::string& tname, int val, int max)
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{
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MyGUI::ProgressPtr pt;
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getWidget(pt, name);
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pt->setProgressRange(max);
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pt->setProgressPosition(val);
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std::stringstream out;
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out << val << "/" << max;
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setText(tname, out.str().c_str());
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}
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StatsWindow (const ESMS::ESMStore& store)
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: Layout("openmw_stats_window_layout.xml")
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{
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setCoord(0,0,498, 342);
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const char *names[][2] =
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{
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{ "Attrib1", "sAttributeStrength" },
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{ "Attrib2", "sAttributeIntelligence" },
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{ "Attrib3", "sAttributeWillpower" },
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{ "Attrib4", "sAttributeAgility" },
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{ "Attrib5", "sAttributeSpeed" },
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{ "Attrib6", "sAttributeEndurance" },
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{ "Attrib7", "sAttributePersonality" },
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{ "Attrib8", "sAttributeLuck" },
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{ "Health_str", "sHealth" },
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{ "Magicka_str", "sMagic" },
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{ "Fatigue_str", "sFatigue" },
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{ "Level_str", "sLevel" },
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{ "Race_str", "sRace" },
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{ "Class_str", "sClass" },
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{ 0, 0 }
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};
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for (int i=0; names[i][0]; ++i)
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{
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setText (names[i][0], store.gameSettings.find (names[i][1])->str);
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}
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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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setPlayerName("ThePlayer");
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setText("LevelText", "5");
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setText("RaceText", "Wood Elf");
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setText("ClassText", "Pilgrim");
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}
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void setPlayerName(const std::string& playerName)
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{
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mMainWidget->setCaption(playerName);
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}
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/// Set value for the given ID.
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void setValue (const std::string& id, const MWMechanics::Stat<int>& value)
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{
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static const char *ids[] =
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{
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"AttribVal1", "AttribVal2", "AttribVal3", "AttribVal4", "AttribVal5",
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"AttribVal6", "AttribVal7", "AttribVal8",
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0
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};
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for (int i=0; ids[i]; ++i)
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if (ids[i]==id)
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{
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std::ostringstream valueString;
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valueString << value.getModified();
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setText (id, valueString.str());
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if (value.getModified()>value.getBase())
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setTextColor (id, 0, 1, 0);
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else if (value.getModified()<value.getBase())
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setTextColor (id, 1, 0, 0);
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else
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setTextColor (id, 1, 1, 1);
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break;
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}
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}
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void setValue (const std::string& id, const MWMechanics::DynamicStat<int>& value)
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{
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static const char *ids[] =
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{
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"HBar", "MBar", "FBar",
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0
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};
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for (int i=0; ids[i]; ++i)
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if (ids[i]==id)
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{
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std::string id (ids[i]);
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setBar (id, id + "T", value.getCurrent(), value.getModified());
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}
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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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