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OpenMW/apps/openmw/mwbase/windowmanager.hpp
elsid 5103120eef
Notify about saved screenshot
Show message about saved screenshot via schedule message box. Since screenshot
saving happens not in the main thread calling messageBox directly is unsafe.
WindowManager::scheduleMessageBox delays message box showing until next update
in the main thread.
2021-07-08 21:14:01 +02:00

360 lines
14 KiB
C++

#ifndef GAME_MWBASE_WINDOWMANAGER_H
#define GAME_MWBASE_WINDOWMANAGER_H
#include <stdint.h>
#include <string>
#include <vector>
#include <map>
#include <set>
#include <MyGUI_KeyCode.h>
#include "../mwgui/mode.hpp"
#include <components/sdlutil/events.hpp>
namespace Loading
{
class Listener;
}
namespace Translation
{
class Storage;
}
namespace MyGUI
{
class Gui;
class Widget;
class UString;
}
namespace ESM
{
class ESMReader;
class ESMWriter;
struct CellId;
}
namespace MWMechanics
{
class AttributeValue;
template<typename T>
class DynamicStat;
class SkillValue;
}
namespace MWWorld
{
class CellStore;
class Ptr;
}
namespace MWGui
{
class Layout;
class Console;
class SpellWindow;
class TradeWindow;
class TravelWindow;
class SpellBuyingWindow;
class ConfirmationDialog;
class CountDialog;
class ScrollWindow;
class BookWindow;
class InventoryWindow;
class ContainerWindow;
class DialogueWindow;
class WindowModal;
class JailScreen;
enum ShowInDialogueMode {
ShowInDialogueMode_IfPossible,
ShowInDialogueMode_Only,
ShowInDialogueMode_Never
};
struct TextColours;
}
namespace SFO
{
class CursorManager;
}
namespace MWBase
{
/// \brief Interface for widnow manager (implemented in MWGui)
class WindowManager : public SDLUtil::WindowListener
{
WindowManager (const WindowManager&);
///< not implemented
WindowManager& operator= (const WindowManager&);
///< not implemented
public:
typedef std::vector<int> SkillList;
WindowManager() {}
virtual ~WindowManager() {}
/// @note This method will block until the video finishes playing
/// (and will continually update the window while doing so)
virtual void playVideo(const std::string& name, bool allowSkipping) = 0;
virtual void setNewGame(bool newgame) = 0;
virtual void pushGuiMode (MWGui::GuiMode mode, const MWWorld::Ptr& arg) = 0;
virtual void pushGuiMode (MWGui::GuiMode mode) = 0;
virtual void popGuiMode(bool noSound=false) = 0;
virtual void removeGuiMode (MWGui::GuiMode mode, bool noSound=false) = 0;
///< can be anywhere in the stack
virtual void goToJail(int days) = 0;
virtual void updatePlayer() = 0;
virtual MWGui::GuiMode getMode() const = 0;
virtual bool containsMode(MWGui::GuiMode) const = 0;
virtual bool isGuiMode() const = 0;
virtual bool isConsoleMode() const = 0;
virtual void toggleVisible (MWGui::GuiWindow wnd) = 0;
virtual void forceHide(MWGui::GuiWindow wnd) = 0;
virtual void unsetForceHide(MWGui::GuiWindow wnd) = 0;
/// Disallow all inventory mode windows
virtual void disallowAll() = 0;
/// Allow one or more windows
virtual void allow (MWGui::GuiWindow wnd) = 0;
virtual bool isAllowed (MWGui::GuiWindow wnd) const = 0;
/// \todo investigate, if we really need to expose every single lousy UI element to the outside world
virtual MWGui::InventoryWindow* getInventoryWindow() = 0;
virtual MWGui::CountDialog* getCountDialog() = 0;
virtual MWGui::ConfirmationDialog* getConfirmationDialog() = 0;
virtual MWGui::TradeWindow* getTradeWindow() = 0;
/// Make the player use an item, while updating GUI state accordingly
virtual void useItem(const MWWorld::Ptr& item, bool force=false) = 0;
virtual void updateSpellWindow() = 0;
virtual void setConsoleSelectedObject(const MWWorld::Ptr& object) = 0;
/// Set time left for the player to start drowning (update the drowning bar)
/// @param time time left to start drowning
/// @param maxTime how long we can be underwater (in total) until drowning starts
virtual void setDrowningTimeLeft (float time, float maxTime) = 0;
virtual void changeCell(const MWWorld::CellStore* cell) = 0;
///< change the active cell
virtual void setFocusObject(const MWWorld::Ptr& focus) = 0;
virtual void setFocusObjectScreenCoords(float min_x, float min_y, float max_x, float max_y) = 0;
virtual void setCursorVisible(bool visible) = 0;
virtual void setCursorActive(bool active) = 0;
virtual void getMousePosition(int &x, int &y) = 0;
virtual void getMousePosition(float &x, float &y) = 0;
virtual void setDragDrop(bool dragDrop) = 0;
virtual bool getWorldMouseOver() = 0;
virtual float getScalingFactor() const = 0;
virtual bool toggleFogOfWar() = 0;
virtual bool toggleFullHelp() = 0;
///< show extra info in item tooltips (owner, script)
virtual bool getFullHelp() const = 0;
virtual void setActiveMap(int x, int y, bool interior) = 0;
///< set the indices of the map texture that should be used
/// sets the visibility of the drowning bar
virtual void setDrowningBarVisibility(bool visible) = 0;
/// sets the visibility of the hud health/magicka/stamina bars
virtual void setHMSVisibility(bool visible) = 0;
/// sets the visibility of the hud minimap
virtual void setMinimapVisibility(bool visible) = 0;
virtual void setWeaponVisibility(bool visible) = 0;
virtual void setSpellVisibility(bool visible) = 0;
virtual void setSneakVisibility(bool visible) = 0;
/// activate selected quick key
virtual void activateQuickKey (int index) = 0;
/// update activated quick key state (if action executing was delayed for some reason)
virtual void updateActivatedQuickKey () = 0;
virtual std::string getSelectedSpell() = 0;
virtual void setSelectedSpell(const std::string& spellId, int successChancePercent) = 0;
virtual void setSelectedEnchantItem(const MWWorld::Ptr& item) = 0;
virtual const MWWorld::Ptr& getSelectedEnchantItem() const = 0;
virtual void setSelectedWeapon(const MWWorld::Ptr& item) = 0;
virtual const MWWorld::Ptr& getSelectedWeapon() const = 0;
virtual int getFontHeight() const = 0;
virtual void unsetSelectedSpell() = 0;
virtual void unsetSelectedWeapon() = 0;
virtual void showCrosshair(bool show) = 0;
virtual bool getSubtitlesEnabled() = 0;
virtual bool toggleHud() = 0;
virtual void disallowMouse() = 0;
virtual void allowMouse() = 0;
virtual void notifyInputActionBound() = 0;
virtual void addVisitedLocation(const std::string& name, int x, int y) = 0;
/// Hides dialog and schedules dialog to be deleted.
virtual void removeDialog(MWGui::Layout* dialog) = 0;
///Gracefully attempts to exit the topmost GUI mode
/** No guarantee of actually closing the window **/
virtual void exitCurrentGuiMode() = 0;
virtual void messageBox (const std::string& message, enum MWGui::ShowInDialogueMode showInDialogueMode = MWGui::ShowInDialogueMode_IfPossible) = 0;
/// Puts message into a queue to show on the next update. Thread safe alternative for messageBox.
virtual void scheduleMessageBox(std::string message, enum MWGui::ShowInDialogueMode showInDialogueMode = MWGui::ShowInDialogueMode_IfPossible) = 0;
virtual void staticMessageBox(const std::string& message) = 0;
virtual void removeStaticMessageBox() = 0;
virtual void interactiveMessageBox (const std::string& message,
const std::vector<std::string>& buttons = std::vector<std::string>(), bool block=false) = 0;
/// returns the index of the pressed button or -1 if no button was pressed (->MessageBoxmanager->InteractiveMessageBox)
virtual int readPressedButton() = 0;
virtual void update (float duration) = 0;
virtual void updateConsoleObjectPtr(const MWWorld::Ptr& currentPtr, const MWWorld::Ptr& newPtr) = 0;
/**
* Fetches a GMST string from the store, if there is no setting with the given
* ID or it is not a string the default string is returned.
*
* @param id Identifier for the GMST setting, e.g. "aName"
* @param default Default value if the GMST setting cannot be used.
*/
virtual std::string getGameSettingString(const std::string &id, const std::string &default_) = 0;
virtual void processChangedSettings(const std::set< std::pair<std::string, std::string> >& changed) = 0;
virtual void executeInConsole (const std::string& path) = 0;
virtual void enableRest() = 0;
virtual bool getRestEnabled() = 0;
virtual bool getJournalAllowed() = 0;
virtual bool getPlayerSleeping() = 0;
virtual void wakeUpPlayer() = 0;
virtual void showSoulgemDialog (MWWorld::Ptr item) = 0;
virtual void changePointer (const std::string& name) = 0;
virtual void setEnemy (const MWWorld::Ptr& enemy) = 0;
virtual int getMessagesCount() const = 0;
virtual const Translation::Storage& getTranslationDataStorage() const = 0;
/// Warning: do not use MyGUI::InputManager::setKeyFocusWidget directly. Instead use this.
virtual void setKeyFocusWidget (MyGUI::Widget* widget) = 0;
virtual void loadUserFonts() = 0;
virtual Loading::Listener* getLoadingScreen() = 0;
/// Should the cursor be visible?
virtual bool getCursorVisible() = 0;
/// Clear all savegame-specific data
virtual void clear() = 0;
virtual void write (ESM::ESMWriter& writer, Loading::Listener& progress) = 0;
virtual void readRecord (ESM::ESMReader& reader, uint32_t type) = 0;
virtual int countSavedGameRecords() const = 0;
/// Does the current stack of GUI-windows permit saving?
virtual bool isSavingAllowed() const = 0;
/// Send exit command to active Modal window
virtual void exitCurrentModal() = 0;
/// Sets the current Modal
/** Used to send exit command to active Modal when Esc is pressed **/
virtual void addCurrentModal(MWGui::WindowModal* input) = 0;
/// Removes the top Modal
/** Used when one Modal adds another Modal
\param input Pointer to the current modal, to ensure proper modal is removed **/
virtual void removeCurrentModal(MWGui::WindowModal* input) = 0;
virtual void pinWindow (MWGui::GuiWindow window) = 0;
virtual void toggleMaximized(MWGui::Layout *layout) = 0;
/// Fade the screen in, over \a time seconds
virtual void fadeScreenIn(const float time, bool clearQueue=true, float delay=0.f) = 0;
/// Fade the screen out to black, over \a time seconds
virtual void fadeScreenOut(const float time, bool clearQueue=true, float delay=0.f) = 0;
/// Fade the screen to a specified percentage of black, over \a time seconds
virtual void fadeScreenTo(const int percent, const float time, bool clearQueue=true, float delay=0.f) = 0;
/// Darken the screen to a specified percentage
virtual void setBlindness(const int percent) = 0;
virtual void activateHitOverlay(bool interrupt=true) = 0;
virtual void setWerewolfOverlay(bool set) = 0;
virtual void toggleConsole() = 0;
virtual void toggleDebugWindow() = 0;
/// Cycle to next or previous spell
virtual void cycleSpell(bool next) = 0;
/// Cycle to next or previous weapon
virtual void cycleWeapon(bool next) = 0;
virtual void playSound(const std::string& soundId, float volume = 1.f, float pitch = 1.f) = 0;
// In WindowManager for now since there isn't a VFS singleton
virtual std::string correctIconPath(const std::string& path) = 0;
virtual std::string correctBookartPath(const std::string& path, int width, int height, bool* exists = nullptr) = 0;
virtual std::string correctTexturePath(const std::string& path) = 0;
virtual bool textureExists(const std::string& path) = 0;
virtual void addCell(MWWorld::CellStore* cell) = 0;
virtual void removeCell(MWWorld::CellStore* cell) = 0;
virtual void writeFog(MWWorld::CellStore* cell) = 0;
virtual const MWGui::TextColours& getTextColours() = 0;
virtual bool injectKeyPress(MyGUI::KeyCode key, unsigned int text, bool repeat) = 0;
virtual bool injectKeyRelease(MyGUI::KeyCode key) = 0;
void windowVisibilityChange(bool visible) override = 0;
void windowResized(int x, int y) override = 0;
void windowClosed() override = 0;
virtual bool isWindowVisible() = 0;
virtual void watchActor(const MWWorld::Ptr& ptr) = 0;
virtual MWWorld::Ptr getWatchedActor() const = 0;
virtual const std::string& getVersionDescription() const = 0;
};
}
#endif