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https://gitlab.com/OpenMW/openmw.git
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145 lines
3.6 KiB
C++
145 lines
3.6 KiB
C++
#include "layouts.hpp"
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#include "../mwmechanics/mechanicsmanager.hpp"
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#include "window_manager.hpp"
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#include <cmath>
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#include <algorithm>
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#include <iterator>
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#undef min
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#undef max
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using namespace MWGui;
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HUD::HUD(int width, int height, int fpsLevel)
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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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if ( fpsLevel == 2 ){
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getWidget(fpsbox, "FPSBoxAdv");
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fpsbox->setVisible(true);
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getWidget(fpscounter, "FPSCounterAdv");
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}else if ( fpsLevel == 1 ){
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getWidget(fpsbox, "FPSBox");
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fpsbox->setVisible(true);
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getWidget(fpscounter, "FPSCounter");
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}else{
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getWidget(fpscounter, "FPSCounter");
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}
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getWidget(trianglecounter, "TriangleCounter");
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getWidget(batchcounter, "BatchCounter");
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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 HUD::setFPS(float fps)
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{
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fpscounter->setCaption(boost::lexical_cast<std::string>((int)fps));
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}
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void HUD::setTriangleCount(size_t count)
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{
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trianglecounter->setCaption(boost::lexical_cast<std::string>(count));
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}
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void HUD::setBatchCount(size_t count)
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{
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batchcounter->setCaption(boost::lexical_cast<std::string>(count));
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}
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void HUD::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 HUD::setWeapIcon(const char *str)
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{
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weapImage->setImageTexture(str);
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}
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void HUD::setSpellIcon(const char *str)
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{
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spellImage->setImageTexture(str);
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}
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void HUD::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 HUD::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 HUD::setEffect(const char *img)
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{
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effect1->setImageTexture(img);
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}
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void HUD::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", 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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