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125b21de20
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!
108 lines
3.6 KiB
C++
108 lines
3.6 KiB
C++
#ifndef MWGUI_REVIEW_H
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#define MWGUI_REVIEW_H
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#include "widgets.hpp"
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#include "windowbase.hpp"
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#include <components/esm/attr.hpp>
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#include <components/esm/refid.hpp>
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#include <components/esm3/loadclas.hpp>
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namespace ESM
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{
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struct Spell;
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}
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namespace MWGui
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{
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class ReviewDialog : public WindowModal
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{
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public:
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enum Dialogs
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{
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NAME_DIALOG,
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RACE_DIALOG,
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CLASS_DIALOG,
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BIRTHSIGN_DIALOG
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};
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typedef std::vector<int> SkillList;
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ReviewDialog();
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bool exit() override { return false; }
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void setPlayerName(const std::string& name);
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void setRace(const ESM::RefId& raceId);
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void setClass(const ESM::Class& class_);
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void setBirthSign(const ESM::RefId& signId);
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void setHealth(const MWMechanics::DynamicStat<float>& value);
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void setMagicka(const MWMechanics::DynamicStat<float>& value);
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void setFatigue(const MWMechanics::DynamicStat<float>& value);
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void setAttribute(ESM::Attribute::AttributeID attributeId, const MWMechanics::AttributeValue& value);
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void configureSkills(const SkillList& major, const SkillList& minor);
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void setSkillValue(ESM::Skill::SkillEnum skillId, const MWMechanics::SkillValue& value);
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void onOpen() override;
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void onFrame(float duration) override;
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// Events
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typedef MyGUI::delegates::CMultiDelegate0 EventHandle_Void;
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typedef MyGUI::delegates::CMultiDelegate1<int> EventHandle_Int;
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/** Event : Back button clicked.\n
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signature : void method()\n
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*/
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EventHandle_Void eventBack;
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/** Event : Dialog finished, OK button clicked.\n
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signature : void method()\n
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*/
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EventHandle_WindowBase eventDone;
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EventHandle_Int eventActivateDialog;
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protected:
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void onOkClicked(MyGUI::Widget* _sender);
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void onBackClicked(MyGUI::Widget* _sender);
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void onNameClicked(MyGUI::Widget* _sender);
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void onRaceClicked(MyGUI::Widget* _sender);
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void onClassClicked(MyGUI::Widget* _sender);
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void onBirthSignClicked(MyGUI::Widget* _sender);
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void onMouseWheel(MyGUI::Widget* _sender, int _rel);
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private:
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void addSkills(const SkillList& skills, const std::string& titleId, const std::string& titleDefault,
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MyGUI::IntCoord& coord1, MyGUI::IntCoord& coord2);
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void addSeparator(MyGUI::IntCoord& coord1, MyGUI::IntCoord& coord2);
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void addGroup(std::string_view label, MyGUI::IntCoord& coord1, MyGUI::IntCoord& coord2);
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MyGUI::TextBox* addValueItem(std::string_view text, const std::string& value, const std::string& state,
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MyGUI::IntCoord& coord1, MyGUI::IntCoord& coord2);
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void addItem(const std::string& text, MyGUI::IntCoord& coord1, MyGUI::IntCoord& coord2);
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void addItem(const ESM::Spell* spell, MyGUI::IntCoord& coord1, MyGUI::IntCoord& coord2);
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void updateSkillArea();
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MyGUI::TextBox *mNameWidget, *mRaceWidget, *mClassWidget, *mBirthSignWidget;
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MyGUI::ScrollView* mSkillView;
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Widgets::MWDynamicStatPtr mHealth, mMagicka, mFatigue;
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std::map<int, Widgets::MWAttributePtr> mAttributeWidgets;
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SkillList mMajorSkills, mMinorSkills, mMiscSkills;
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std::map<int, MWMechanics::SkillValue> mSkillValues;
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std::map<int, MyGUI::TextBox*> mSkillWidgetMap;
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ESM::RefId mRaceId, mBirthSignId;
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std::string mName;
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ESM::Class mKlass;
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std::vector<MyGUI::Widget*> mSkillWidgets; //< Skills and other information
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bool mUpdateSkillArea;
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};
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}
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#endif
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