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OpenMW/apps/openmw/mwgui/window_manager.cpp
2012-03-22 15:10:29 +01:00

403 lines
10 KiB
C++

#include "window_manager.hpp"
#include "layouts.hpp"
#include "text_input.hpp"
#include "review.hpp"
#include "dialogue.hpp"
#include "dialogue_history.hpp"
#include "stats_window.hpp"
#include "messagebox.hpp"
#include "../mwmechanics/mechanicsmanager.hpp"
#include "../mwinput/inputmanager.hpp"
#include "console.hpp"
#include "journalwindow.hpp"
#include "charactercreation.hpp"
#include <assert.h>
#include <iostream>
#include <iterator>
using namespace MWGui;
WindowManager::WindowManager(MWWorld::Environment& environment,
const Compiler::Extensions& extensions, int fpsLevel, bool newGame, OEngine::Render::OgreRenderer *mOgre, const std::string logpath)
: environment(environment)
, dialogueWindow(nullptr)
, mode(GM_Game)
, nextMode(GM_Game)
, needModeChange(false)
, shown(GW_ALL)
, allowed(newGame ? GW_None : GW_ALL)
{
showFPSLevel = fpsLevel;
// Set up the GUI system
mGuiManager = new OEngine::GUI::MyGUIManager(mOgre->getWindow(), mOgre->getScene(), false, logpath);
gui = mGuiManager->getGui();
//Register own widgets with MyGUI
MyGUI::FactoryManager::getInstance().registerFactory<DialogueHistory>("Widget");
// Get size info from the Gui object
assert(gui);
int w = MyGUI::RenderManager::getInstance().getViewSize().width;
int h = MyGUI::RenderManager::getInstance().getViewSize().height;
hud = new HUD(w,h, showFPSLevel);
menu = new MainMenu(w,h);
map = new MapWindow();
stats = new StatsWindow(*this);
console = new Console(w,h, environment, extensions);
mJournal = new JournalWindow(*this);
mMessageBoxManager = new MessageBoxManager(this);
dialogueWindow = new DialogueWindow(*this,environment);
// The HUD is always on
hud->setVisible(true);
mCharGen = new CharacterCreation(this, &environment);
// Setup player stats
for (int i = 0; i < ESM::Attribute::Length; ++i)
{
playerAttributes.insert(std::make_pair(ESM::Attribute::attributeIds[i], MWMechanics::Stat<int>()));
}
for (int i = 0; i < ESM::Skill::Length; ++i)
{
playerSkillValues.insert(std::make_pair(ESM::Skill::skillIds[i], MWMechanics::Stat<float>()));
}
MyGUI::FactoryManager::getInstance().registerFactory<MWGui::Widgets::MWSkill>("Widget");
MyGUI::FactoryManager::getInstance().registerFactory<MWGui::Widgets::MWAttribute>("Widget");
MyGUI::FactoryManager::getInstance().registerFactory<MWGui::Widgets::MWSpell>("Widget");
MyGUI::FactoryManager::getInstance().registerFactory<MWGui::Widgets::MWSpellEffect>("Widget");
MyGUI::FactoryManager::getInstance().registerFactory<MWGui::Widgets::MWDynamicStat>("Widget");
// Set up visibility
updateVisible();
}
WindowManager::~WindowManager()
{
delete mGuiManager;
delete console;
delete mMessageBoxManager;
delete hud;
delete map;
delete menu;
delete stats;
delete mJournal;
delete dialogueWindow;
delete mCharGen;
cleanupGarbage();
}
void WindowManager::cleanupGarbage()
{
// Delete any dialogs which are no longer in use
if (!garbageDialogs.empty())
{
for (std::vector<OEngine::GUI::Layout*>::iterator it = garbageDialogs.begin(); it != garbageDialogs.end(); ++it)
{
delete *it;
}
garbageDialogs.clear();
}
}
void WindowManager::update()
{
cleanupGarbage();
if (needModeChange)
{
needModeChange = false;
environment.mInputManager->setGuiMode(nextMode);
nextMode = GM_Game;
}
if (showFPSLevel > 0)
{
hud->setFPS(mFPS);
hud->setTriangleCount(mTriangleCount);
hud->setBatchCount(mBatchCount);
}
}
MWWorld::Environment& WindowManager::getEnvironment()
{
return environment;
}
void WindowManager::setNextMode(GuiMode newMode)
{
nextMode = newMode;
needModeChange = true;
}
void WindowManager::setGuiMode(GuiMode newMode)
{
environment.mInputManager->setGuiMode(newMode);
}
void WindowManager::updateVisible()
{
// Start out by hiding everything except the HUD
map->setVisible(false);
menu->setVisible(false);
stats->setVisible(false);
console->disable();
mJournal->setVisible(false);
dialogueWindow->setVisible(false);
// Mouse is visible whenever we're not in game mode
MyGUI::PointerManager::getInstance().setVisible(isGuiMode());
// If in game mode, don't show anything.
if(mode == GM_Game) //Use a switch/case structure
{
return;
}
if(mode == GM_MainMenu)
{
// Enable the main menu
menu->setVisible(true);
return;
}
if(mode == GM_Console)
{
console->enable();
return;
}
//There must be a more elegant solution
if (mode == GM_Name || mode == GM_Race || mode == GM_Class || mode == GM_ClassPick || mode == GM_ClassCreate || mode == GM_Birth || mode == GM_ClassGenerate || mode == GM_Review)
{
mCharGen->spawnDialog(mode);
return;
}
if(mode == GM_Inventory)
{
// Ah, inventory mode. First, compute the effective set of
// windows to show. This is controlled both by what windows the
// user has opened/closed (the 'shown' variable) and by what
// windows we are allowed to show (the 'allowed' var.)
int eff = shown & allowed;
// Show the windows we want
map -> setVisible( (eff & GW_Map) != 0 );
stats -> setVisible( (eff & GW_Stats) != 0 );
return;
}
if (mode == GM_Dialogue)
{
dialogueWindow->open();
return;
}
if(mode == GM_InterMessageBox)
{
if(!mMessageBoxManager->isInteractiveMessageBox()) {
setGuiMode(GM_Game);
}
return;
}
if(mode == GM_Journal)
{
mJournal->setVisible(true);
mJournal->open();
return;
}
// Unsupported mode, switch back to game
// Note: The call will eventually end up this method again but
// will stop at the check if(mode == GM_Game) above.
setGuiMode(GM_Game);
}
void WindowManager::setValue (const std::string& id, const MWMechanics::Stat<int>& value)
{
stats->setValue (id, value);
static const char *ids[] =
{
"AttribVal1", "AttribVal2", "AttribVal3", "AttribVal4", "AttribVal5",
"AttribVal6", "AttribVal7", "AttribVal8"
};
static ESM::Attribute::AttributeID attributes[] =
{
ESM::Attribute::Strength,
ESM::Attribute::Intelligence,
ESM::Attribute::Willpower,
ESM::Attribute::Agility,
ESM::Attribute::Speed,
ESM::Attribute::Endurance,
ESM::Attribute::Personality,
ESM::Attribute::Luck
};
for (size_t i = 0; i < sizeof(ids)/sizeof(ids[0]); ++i)
{
if (id != ids[i])
continue;
playerAttributes[attributes[i]] = value;
break;
}
}
void WindowManager::setValue(const ESM::Skill::SkillEnum parSkill, const MWMechanics::Stat<float>& value)
{
stats->setValue(parSkill, value);
playerSkillValues[parSkill] = value;
}
void WindowManager::setValue (const std::string& id, const MWMechanics::DynamicStat<int>& value)
{
stats->setValue (id, value);
hud->setValue (id, value);
if (id == "HBar")
{
playerHealth = value;
mCharGen->setPlayerHealth (value);
}
else if (id == "MBar")
{
playerMagicka = value;
mCharGen->setPlayerMagicka (value);
}
else if (id == "FBar")
{
playerFatigue = value;
mCharGen->setPlayerFatigue (value);
}
}
#if 0
MWMechanics::DynamicStat<int> WindowManager::getValue(const std::string& id)
{
if(id == "HBar")
return playerHealth;
else if (id == "MBar")
return playerMagicka;
else if (id == "FBar")
return playerFatigue;
}
#endif
void WindowManager::setValue (const std::string& id, const std::string& value)
{
stats->setValue (id, value);
if (id=="name")
playerName = value;
else if (id=="race")
playerRaceId = value;
}
void WindowManager::setValue (const std::string& id, int value)
{
stats->setValue (id, value);
}
void WindowManager::setPlayerClass (const ESM::Class &class_)
{
playerClass = class_;
stats->setValue("class", playerClass.name);
}
void WindowManager::configureSkills (const SkillList& major, const SkillList& minor)
{
stats->configureSkills (major, minor);
playerMajorSkills = major;
playerMinorSkills = minor;
}
void WindowManager::setFactions (const FactionList& factions)
{
stats->setFactions (factions);
}
void WindowManager::setBirthSign (const std::string &signId)
{
stats->setBirthSign (signId);
playerBirthSignId = signId;
}
void WindowManager::setReputation (int reputation)
{
stats->setReputation (reputation);
}
void WindowManager::setBounty (int bounty)
{
stats->setBounty (bounty);
}
void WindowManager::updateSkillArea()
{
stats->updateSkillArea();
}
void WindowManager::removeDialog(OEngine::GUI::Layout*dialog)
{
std::cout << "dialogue a la poubelle";
assert(dialog);
if (!dialog)
return;
dialog->setVisible(false);
garbageDialogs.push_back(dialog);
}
void WindowManager::messageBox (const std::string& message, const std::vector<std::string>& buttons)
{
if (buttons.empty())
{
mMessageBoxManager->createMessageBox(message);
}
else
{
mMessageBoxManager->createInteractiveMessageBox(message, buttons);
setGuiMode(GM_InterMessageBox);
}
}
int WindowManager::readPressedButton ()
{
return mMessageBoxManager->readPressedButton();
}
const std::string &WindowManager::getGameSettingString(const std::string &id, const std::string &default_)
{
const ESM::GameSetting *setting = environment.mWorld->getStore().gameSettings.search(id);
if (setting && setting->type == ESM::VT_String)
return setting->str;
return default_;
}
void WindowManager::onDialogueWindowBye()
{
if (dialogueWindow)
{
//FIXME set some state and stuff?
//removeDialog(dialogueWindow);
dialogueWindow->setVisible(false);
}
setGuiMode(GM_Game);
}
void WindowManager::onFrame (float frameDuration)
{
mMessageBoxManager->onFrame(frameDuration);
}
const ESMS::ESMStore& WindowManager::getStore() const
{
return environment.mWorld->getStore();
}