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OpenMW/apps/openmw/mwgui/charactercreation.hpp
2023-08-20 10:28:46 +02:00

137 lines
4.3 KiB
C++

#ifndef CHARACTER_CREATION_HPP
#define CHARACTER_CREATION_HPP
#include <components/esm3/loadclas.hpp>
#include <map>
#include <memory>
#include <vector>
#include "statswatcher.hpp"
namespace osg
{
class Group;
}
namespace Resource
{
class ResourceSystem;
}
namespace MWGui
{
class WindowBase;
class TextInputDialog;
class InfoBoxDialog;
class RaceDialog;
class DialogueWindow;
class ClassChoiceDialog;
class GenerateClassResultDialog;
class PickClassDialog;
class CreateClassDialog;
class BirthDialog;
class ReviewDialog;
class MessageBoxManager;
class CharacterCreation : public StatsListener
{
public:
CharacterCreation(osg::Group* parent, Resource::ResourceSystem* resourceSystem);
virtual ~CharacterCreation();
// Show a dialog
void spawnDialog(const char id);
void setAttribute(ESM::RefId id, const MWMechanics::AttributeValue& value) override;
void setValue(std::string_view id, const MWMechanics::DynamicStat<float>& value) override;
void setValue(ESM::RefId id, const MWMechanics::SkillValue& value) override;
void configureSkills(const std::vector<ESM::RefId>& major, const std::vector<ESM::RefId>& minor) override;
void onFrame(float duration);
private:
osg::Group* mParent;
Resource::ResourceSystem* mResourceSystem;
std::vector<ESM::RefId> mPlayerMajorSkills, mPlayerMinorSkills;
std::map<ESM::RefId, MWMechanics::AttributeValue> mPlayerAttributes;
std::map<ESM::RefId, MWMechanics::SkillValue> mPlayerSkillValues;
// Dialogs
std::unique_ptr<TextInputDialog> mNameDialog;
std::unique_ptr<RaceDialog> mRaceDialog;
std::unique_ptr<ClassChoiceDialog> mClassChoiceDialog;
std::unique_ptr<InfoBoxDialog> mGenerateClassQuestionDialog;
std::unique_ptr<GenerateClassResultDialog> mGenerateClassResultDialog;
std::unique_ptr<PickClassDialog> mPickClassDialog;
std::unique_ptr<CreateClassDialog> mCreateClassDialog;
std::unique_ptr<BirthDialog> mBirthSignDialog;
std::unique_ptr<ReviewDialog> mReviewDialog;
// Player data
std::string mPlayerName;
ESM::RefId mPlayerRaceId;
ESM::RefId mPlayerBirthSignId;
ESM::Class mPlayerClass;
// Class generation vars
unsigned mGenerateClassStep; // Keeps track of current step in Generate Class dialog
ESM::Class::Specialization mGenerateClassResponses[3];
unsigned mGenerateClassSpecializations[3]; // A counter for each specialization which is increased when an
// answer is chosen
ESM::RefId mGenerateClass; // In order: Combat, Magic, Stealth
////Dialog events
// Name dialog
void onNameDialogDone(WindowBase* parWindow);
// Race dialog
void onRaceDialogDone(WindowBase* parWindow);
void onRaceDialogBack();
void selectRace();
// Class dialogs
void onClassChoice(int _index);
void onPickClassDialogDone(WindowBase* parWindow);
void onPickClassDialogBack();
void onCreateClassDialogDone(WindowBase* parWindow);
void onCreateClassDialogBack();
void showClassQuestionDialog();
void onClassQuestionChosen(int _index);
void onGenerateClassBack();
void onGenerateClassDone(WindowBase* parWindow);
void selectGeneratedClass();
void selectCreatedClass();
void selectPickedClass();
// Birthsign dialog
void onBirthSignDialogDone(WindowBase* parWindow);
void onBirthSignDialogBack();
void selectBirthSign();
// Review dialog
void onReviewDialogDone(WindowBase* parWindow);
void onReviewDialogBack();
void onReviewActivateDialog(int parDialog);
enum CSE // Creation Stage Enum
{
CSE_NotStarted,
CSE_NameChosen,
CSE_RaceChosen,
CSE_ClassChosen,
CSE_BirthSignChosen,
CSE_ReviewBack,
CSE_ReviewNext
};
CSE mCreationStage; // Which state the character creating is in, controls back/next/ok buttons
void handleDialogDone(CSE currentStage, int nextMode);
};
}
#endif