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https://gitlab.com/OpenMW/openmw.git
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ef0a185e11
Hide elements of the HUD (health/magicka/stamina bars, minimap) when the corresponding windows (stats/map) are pinned. Rearrange the remaining hud elements in such cases (like in the original Morrowind).
389 lines
13 KiB
C++
389 lines
13 KiB
C++
#include "stats_window.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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#include <boost/lexical_cast.hpp>
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using namespace MWGui;
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const int StatsWindow::lineHeight = 18;
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StatsWindow::StatsWindow (WindowManager& parWindowManager)
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: WindowPinnableBase("openmw_stats_window_layout.xml", parWindowManager)
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, skillAreaWidget(NULL)
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, skillClientWidget(NULL)
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, skillScrollerWidget(NULL)
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, lastPos(0)
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, clientHeight(0)
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, majorSkills()
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, minorSkills()
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, miscSkills()
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, skillValues()
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, skillWidgetMap()
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, factionWidgetMap()
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, factions()
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, birthSignId()
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, reputation(0)
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, bounty(0)
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, skillWidgets()
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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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const ESMS::ESMStore &store = mWindowManager.getStore();
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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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getWidget(skillAreaWidget, "Skills");
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getWidget(skillClientWidget, "SkillClient");
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getWidget(skillScrollerWidget, "SkillScroller");
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skillScrollerWidget->eventScrollChangePosition += MyGUI::newDelegate(this, &StatsWindow::onScrollChangePosition);
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updateScroller();
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for (int i = 0; i < ESM::Skill::Length; ++i)
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{
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skillValues.insert(std::pair<int, MWMechanics::Stat<float> >(i, MWMechanics::Stat<float>()));
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skillWidgetMap.insert(std::pair<int, MyGUI::TextBox*>(i, nullptr));
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}
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MyGUI::WindowPtr t = static_cast<MyGUI::WindowPtr>(mMainWidget);
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t->eventWindowChangeCoord += MyGUI::newDelegate(this, &StatsWindow::onWindowResize);
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}
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void StatsWindow::onScrollChangePosition(MyGUI::ScrollBar* scroller, size_t pos)
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{
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int diff = lastPos - pos;
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// Adjust position of all widget according to difference
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if (diff == 0)
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return;
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lastPos = pos;
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std::vector<MyGUI::WidgetPtr>::const_iterator end = skillWidgets.end();
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for (std::vector<MyGUI::WidgetPtr>::const_iterator it = skillWidgets.begin(); it != end; ++it)
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{
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(*it)->setCoord((*it)->getCoord() + MyGUI::IntPoint(0, diff));
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}
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}
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void StatsWindow::onWindowResize(MyGUI::Window* window)
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{
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updateScroller();
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}
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void StatsWindow::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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void StatsWindow::setPlayerName(const std::string& playerName)
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{
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static_cast<MyGUI::Window*>(mMainWidget)->setCaption(playerName);
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}
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void StatsWindow::setStyledText(MyGUI::TextBox* widget, ColorStyle style, const std::string &value)
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{
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widget->setCaption(value);
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if (style == CS_Super)
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widget->setTextColour(MyGUI::Colour(0, 1, 0));
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else if (style == CS_Sub)
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widget->setTextColour(MyGUI::Colour(1, 0, 0));
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else
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widget->setTextColour(MyGUI::Colour(1, 1, 1));
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}
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void StatsWindow::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 StatsWindow::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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void StatsWindow::setValue (const std::string& id, const std::string& value)
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{
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if (id=="name")
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setPlayerName (value);
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else if (id=="race")
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setText ("RaceText", value);
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else if (id=="class")
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setText ("ClassText", value);
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}
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void StatsWindow::setValue (const std::string& id, int value)
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{
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if (id=="level")
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{
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std::ostringstream text;
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text << value;
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setText("LevelText", text.str());
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}
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}
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void StatsWindow::setValue(const ESM::Skill::SkillEnum parSkill, const MWMechanics::Stat<float>& value)
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{
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skillValues[parSkill] = value;
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MyGUI::TextBox* widget = skillWidgetMap[(int)parSkill];
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if (widget)
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{
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float modified = value.getModified(), base = value.getBase();
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std::string text = boost::lexical_cast<std::string>(std::floor(modified));
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ColorStyle style = CS_Normal;
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if (modified > base)
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style = CS_Super;
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else if (modified < base)
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style = CS_Sub;
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setStyledText(widget, style, text);
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}
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}
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void StatsWindow::configureSkills (const std::vector<int>& major, const std::vector<int>& minor)
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{
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majorSkills = major;
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minorSkills = minor;
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// Update misc skills with the remaining skills not in major or minor
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std::set<int> skillSet;
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std::copy(major.begin(), major.end(), std::inserter(skillSet, skillSet.begin()));
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std::copy(minor.begin(), minor.end(), std::inserter(skillSet, skillSet.begin()));
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boost::array<ESM::Skill::SkillEnum, ESM::Skill::Length>::const_iterator end = ESM::Skill::skillIds.end();
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miscSkills.clear();
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for (boost::array<ESM::Skill::SkillEnum, ESM::Skill::Length>::const_iterator it = ESM::Skill::skillIds.begin(); it != end; ++it)
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{
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int skill = *it;
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if (skillSet.find(skill) == skillSet.end())
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miscSkills.push_back(skill);
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}
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}
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void StatsWindow::setFactions (const std::vector<Faction>& factions)
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{
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this->factions = factions;
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}
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void StatsWindow::setBirthSign (const std::string& signId)
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{
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birthSignId = signId;
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}
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void StatsWindow::addSeparator(MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2)
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{
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MyGUI::ImageBox* separator = skillClientWidget->createWidget<MyGUI::ImageBox>("MW_HLine", MyGUI::IntCoord(10, coord1.top, coord1.width + coord2.width - 4, 18), MyGUI::Align::Default);
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skillWidgets.push_back(separator);
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coord1.top += separator->getHeight();
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coord2.top += separator->getHeight();
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}
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void StatsWindow::addGroup(const std::string &label, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2)
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{
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MyGUI::TextBox* groupWidget = skillClientWidget->createWidget<MyGUI::TextBox>("SandBrightText", MyGUI::IntCoord(0, coord1.top, coord1.width + coord2.width, coord1.height), MyGUI::Align::Default);
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groupWidget->setCaption(label);
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skillWidgets.push_back(groupWidget);
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coord1.top += lineHeight;
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coord2.top += lineHeight;
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}
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MyGUI::TextBox* StatsWindow::addValueItem(const std::string text, const std::string &value, ColorStyle style, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2)
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{
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MyGUI::TextBox *skillNameWidget, *skillValueWidget;
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skillNameWidget = skillClientWidget->createWidget<MyGUI::TextBox>("SandText", coord1, MyGUI::Align::Default);
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skillNameWidget->setCaption(text);
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skillValueWidget = skillClientWidget->createWidget<MyGUI::TextBox>("SandTextRight", coord2, MyGUI::Align::Default);
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setStyledText(skillValueWidget, style, value);
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skillWidgets.push_back(skillNameWidget);
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skillWidgets.push_back(skillValueWidget);
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coord1.top += lineHeight;
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coord2.top += lineHeight;
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return skillValueWidget;
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}
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void StatsWindow::addItem(const std::string text, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2)
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{
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MyGUI::TextBox* skillNameWidget;
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skillNameWidget = skillClientWidget->createWidget<MyGUI::TextBox>("SandText", coord1 + MyGUI::IntSize(coord2.width, 0), MyGUI::Align::Default);
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skillNameWidget->setCaption(text);
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skillWidgets.push_back(skillNameWidget);
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coord1.top += lineHeight;
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coord2.top += lineHeight;
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}
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void StatsWindow::addSkills(const SkillList &skills, const std::string &titleId, const std::string &titleDefault, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2)
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{
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// Add a line separator if there are items above
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if (!skillWidgets.empty())
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{
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addSeparator(coord1, coord2);
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}
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addGroup(mWindowManager.getGameSettingString(titleId, titleDefault), coord1, coord2);
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SkillList::const_iterator end = skills.end();
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for (SkillList::const_iterator it = skills.begin(); it != end; ++it)
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{
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int skillId = *it;
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if (skillId < 0 || skillId > ESM::Skill::Length) // Skip unknown skill indexes
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continue;
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assert(skillId >= 0 && skillId < ESM::Skill::Length);
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const std::string &skillNameId = ESMS::Skill::sSkillNameIds[skillId];
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const MWMechanics::Stat<float> &stat = skillValues.find(skillId)->second;
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float base = stat.getBase();
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float modified = stat.getModified();
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ColorStyle style = CS_Normal;
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if (modified > base)
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style = CS_Super;
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else if (modified < base)
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style = CS_Sub;
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MyGUI::TextBox* widget = addValueItem(mWindowManager.getGameSettingString(skillNameId, skillNameId), boost::lexical_cast<std::string>(static_cast<int>(modified)), style, coord1, coord2);
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skillWidgetMap[skillId] = widget;
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}
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}
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void StatsWindow::updateSkillArea()
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{
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for (std::vector<MyGUI::WidgetPtr>::iterator it = skillWidgets.begin(); it != skillWidgets.end(); ++it)
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{
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MyGUI::Gui::getInstance().destroyWidget(*it);
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}
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skillWidgets.clear();
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const int valueSize = 40;
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MyGUI::IntCoord coord1(10, 0, skillClientWidget->getWidth() - (10 + valueSize), 18);
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MyGUI::IntCoord coord2(coord1.left + coord1.width, coord1.top, valueSize, coord1.height);
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if (!majorSkills.empty())
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addSkills(majorSkills, "sSkillClassMajor", "Major Skills", coord1, coord2);
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if (!minorSkills.empty())
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addSkills(minorSkills, "sSkillClassMinor", "Minor Skills", coord1, coord2);
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if (!miscSkills.empty())
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addSkills(miscSkills, "sSkillClassMisc", "Misc Skills", coord1, coord2);
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const ESMS::ESMStore &store = mWindowManager.getStore();
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if (!factions.empty())
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{
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// Add a line separator if there are items above
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if (!skillWidgets.empty())
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addSeparator(coord1, coord2);
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addGroup(mWindowManager.getGameSettingString("sFaction", "Faction"), coord1, coord2);
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FactionList::const_iterator end = factions.end();
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for (FactionList::const_iterator it = factions.begin(); it != end; ++it)
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{
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const ESM::Faction *faction = store.factions.find(it->first);
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addItem(faction->name, coord1, coord2);
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// TODO: Faction rank should be placed in tooltip
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}
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}
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if (!birthSignId.empty())
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{
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// Add a line separator if there are items above
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if (!skillWidgets.empty())
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addSeparator(coord1, coord2);
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addGroup(mWindowManager.getGameSettingString("sSign", "Sign"), coord1, coord2);
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const ESM::BirthSign *sign = store.birthSigns.find(birthSignId);
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addItem(sign->name, coord1, coord2);
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}
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// Add a line separator if there are items above
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if (!skillWidgets.empty())
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addSeparator(coord1, coord2);
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addValueItem(mWindowManager.getGameSettingString("sReputation", "Reputation"), boost::lexical_cast<std::string>(static_cast<int>(reputation)), CS_Normal, coord1, coord2);
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addValueItem(mWindowManager.getGameSettingString("sBounty", "Bounty"), boost::lexical_cast<std::string>(static_cast<int>(bounty)), CS_Normal, coord1, coord2);
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clientHeight = coord1.top;
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updateScroller();
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}
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void StatsWindow::updateScroller()
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{
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skillScrollerWidget->setScrollRange(std::max(clientHeight - skillClientWidget->getHeight(), 0));
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skillScrollerWidget->setScrollPage(std::max(skillClientWidget->getHeight() - lineHeight, 0));
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}
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void StatsWindow::onPinToggled()
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{
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mWindowManager.setHMSVisibility(!mPinned);
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}
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