mirror of
https://gitlab.com/OpenMW/openmw.git
synced 2025-01-11 09:36:37 +00:00
246 lines
6.4 KiB
C++
246 lines
6.4 KiB
C++
#include "window_manager.hpp"
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#include "layouts.hpp"
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#include "text_input.hpp"
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#include "race.hpp"
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#include "../mwmechanics/mechanicsmanager.hpp"
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#include "../mwinput/inputmanager.hpp"
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#include "console.hpp"
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#include <assert.h>
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#include <iostream>
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#include <iterator>
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using namespace MWGui;
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WindowManager::WindowManager(MyGUI::Gui *_gui, MWWorld::Environment& environment,
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const Compiler::Extensions& extensions, bool newGame)
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: environment(environment)
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, nameDialog(nullptr)
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, raceDialog(nullptr)
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, nameChosen(false)
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, raceChosen(false)
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, classChosen(false)
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, birthChosen(false)
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, reviewNext(false)
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, gui(_gui)
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, mode(GM_Game)
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, shown(GW_ALL)
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, allowed(newGame ? GW_None : GW_ALL)
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{
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// Get size info from the Gui object
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assert(gui);
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int w = gui->getViewSize().width;
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int h = gui->getViewSize().height;
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hud = new HUD(w,h);
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menu = new MainMenu(w,h);
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map = new MapWindow();
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stats = new StatsWindow (environment.mWorld->getStore());
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#if 0
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inventory = new InventoryWindow ();
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#endif
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console = new Console(w,h, environment, extensions);
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// The HUD is always on
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hud->setVisible(true);
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// Set up visibility
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updateVisible();
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}
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WindowManager::~WindowManager()
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{
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delete console;
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delete hud;
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delete map;
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delete menu;
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delete stats;
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#if 0
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delete inventory;
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#endif
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delete nameDialog;
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delete raceDialog;
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}
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void WindowManager::updateVisible()
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{
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// Start out by hiding everything except the HUD
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map->setVisible(false);
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menu->setVisible(false);
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stats->setVisible(false);
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#if 0
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inventory->setVisible(false);
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#endif
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console->disable();
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// Mouse is visible whenever we're not in game mode
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gui->setVisiblePointer(isGuiMode());
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// If in game mode, don't show anything.
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if(mode == GM_Game)
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{
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return;
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}
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if(mode == GM_MainMenu)
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{
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// Enable the main menu
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menu->setVisible(true);
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return;
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}
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if(mode == GM_Console)
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{
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console->enable();
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return;
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}
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if (mode == GM_Name)
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{
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if (!nameDialog)
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nameDialog = new TextInputDialog(environment, gui->getViewSize());
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std::string sName = getGameSettingString("sName", "Name");
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nameDialog->setTextLabel(sName);
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nameDialog->setNextButtonShow(nameChosen);
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nameDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onNameDialogDone);
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nameDialog->open();
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return;
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}
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if (mode == GM_Race)
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{
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if (!raceDialog)
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raceDialog = new RaceDialog(environment);
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raceDialog->setNextButtonShow(raceChosen);
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raceDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onRaceDialogDone);
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raceDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onRaceDialogBack);
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raceDialog->setVisible(true);
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return;
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}
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if(mode == GM_Inventory)
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{
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// Ah, inventory mode. First, compute the effective set of
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// windows to show. This is controlled both by what windows the
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// user has opened/closed (the 'shown' variable) and by what
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// windows we are allowed to show (the 'allowed' var.)
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int eff = shown & allowed;
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// Show the windows we want
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map -> setVisible( (eff & GW_Map) != 0 );
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stats -> setVisible( (eff & GW_Stats) != 0 );
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#if 0
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// inventory -> setVisible( eff & GW_Inventory );
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#endif
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return;
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}
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// Unsupported mode, switch back to game
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// Note: The call will eventually end up this method again but
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// will stop at the check if(mode == GM_Game) above.
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environment.mInputManager->setGuiMode(GM_Game);
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}
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void WindowManager::setValue (const std::string& id, const MWMechanics::Stat<int>& value)
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{
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stats->setValue (id, value);
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}
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void WindowManager::setValue (const std::string& id, const MWMechanics::DynamicStat<int>& value)
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{
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stats->setValue (id, value);
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hud->setValue (id, value);
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}
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void WindowManager::messageBox (const std::string& message, const std::vector<std::string>& buttons)
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{
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std::cout << "message box: " << message << std::endl;
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if (!buttons.empty())
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{
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std::cout << "buttons: ";
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std::copy (buttons.begin(), buttons.end(), std::ostream_iterator<std::string> (std::cout, ", "));
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std::cout << std::endl;
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}
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}
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const std::string &WindowManager::getGameSettingString(const std::string &id, const std::string &default)
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{
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const ESM::GameSetting *setting = environment.mWorld->getStore().gameSettings.search(id);
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if (setting && setting->type == ESM::VT_String)
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return setting->str;
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return default;
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}
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void WindowManager::updateCharacterGeneration()
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{
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if (raceDialog)
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{
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// TOOD: Uncomment when methods in mechanics manager is implemented
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//raceDialog->setRace(environment.mMechanicsManager->getPlayerRace());
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//raceDialog->setGender(environment.mMechanicsManager->getPlayerMale() ? RaceDialog::GM_Male : RaceDialog::GM_Female);
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// TODO: Face/Hair
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}
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}
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void WindowManager::onNameDialogDone()
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{
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nameDialog->eventDone = MWGui::TextInputDialog::EventHandle_Void();
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bool goNext = nameChosen; // Go to next dialog if name was previously chosen
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nameChosen = true;
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if (nameDialog)
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{
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nameDialog->setVisible(false);
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environment.mMechanicsManager->setPlayerName(nameDialog->getTextInput());
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}
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updateCharacterGeneration();
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if (reviewNext)
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environment.mInputManager->setGuiMode(GM_Review);
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else if (goNext)
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environment.mInputManager->setGuiMode(GM_Race);
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else
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environment.mInputManager->setGuiMode(GM_Game);
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}
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void WindowManager::onRaceDialogDone()
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{
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raceDialog->eventDone = MWGui::RaceDialog::EventHandle_Void();
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bool goNext = raceChosen; // Go to next dialog if race was previously chosen
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raceChosen = true;
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if (raceDialog)
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{
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raceDialog->setVisible(false);
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environment.mMechanicsManager->setPlayerRace(raceDialog->getRaceId(), raceDialog->getGender() == RaceDialog::GM_Male);
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}
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updateCharacterGeneration();
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if (reviewNext)
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environment.mInputManager->setGuiMode(GM_Review);
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else if (goNext)
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environment.mInputManager->setGuiMode(GM_Class);
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else
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environment.mInputManager->setGuiMode(GM_Game);
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}
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void WindowManager::onRaceDialogBack()
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{
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if (raceDialog)
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{
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raceDialog->setVisible(false);
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environment.mMechanicsManager->setPlayerRace(raceDialog->getRaceId(), raceDialog->getGender() == RaceDialog::GM_Male);
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}
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updateCharacterGeneration();
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environment.mInputManager->setGuiMode(GM_Name);
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}
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