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			1205 lines
		
	
	
		
			38 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1205 lines
		
	
	
		
			38 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "windowmanagerimp.hpp"
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#include <openengine/ogre/renderer.hpp>
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#include <openengine/gui/manager.hpp>
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#include "../mwbase/inputmanager.hpp"
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#include "console.hpp"
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#include "journalwindow.hpp"
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#include "journalviewmodel.hpp"
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#include "charactercreation.hpp"
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#include "dialogue.hpp"
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#include "statswindow.hpp"
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#include "messagebox.hpp"
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#include "tooltips.hpp"
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#include "scrollwindow.hpp"
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#include "bookwindow.hpp"
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#include "hud.hpp"
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#include "mainmenu.hpp"
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#include "countdialog.hpp"
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#include "tradewindow.hpp"
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#include "spellbuyingwindow.hpp"
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#include "travelwindow.hpp"
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#include "settingswindow.hpp"
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#include "confirmationdialog.hpp"
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#include "alchemywindow.hpp"
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#include "spellwindow.hpp"
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#include "quickkeysmenu.hpp"
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#include "loadingscreen.hpp"
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#include "levelupdialog.hpp"
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#include "waitdialog.hpp"
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#include "enchantingdialog.hpp"
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#include "trainingwindow.hpp"
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#include "exposedwindow.hpp"
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#include "cursor.hpp"
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#include "merchantrepair.hpp"
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#include "repair.hpp"
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#include "soulgemdialog.hpp"
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#include "companionwindow.hpp"
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#include "inventorywindow.hpp"
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#include "bookpage.hpp"
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namespace MWGui
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{
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    WindowManager::WindowManager(
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        const Compiler::Extensions& extensions, int fpsLevel, bool newGame, OEngine::Render::OgreRenderer *ogre,
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            const std::string& logpath, const std::string& cacheDir, bool consoleOnlyScripts,
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            Translation::Storage& translationDataStorage)
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      : mGuiManager(NULL)
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      , mRendering(ogre)
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      , mHud(NULL)
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      , mMap(NULL)
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      , mMenu(NULL)
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      , mStatsWindow(NULL)
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      , mToolTips(NULL)
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      , mMessageBoxManager(NULL)
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      , mConsole(NULL)
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      , mJournal(NULL)
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      , mDialogueWindow(NULL)
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      , mBookWindow(NULL)
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      , mScrollWindow(NULL)
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      , mCountDialog(NULL)
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      , mTradeWindow(NULL)
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      , mSpellBuyingWindow(NULL)
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      , mTravelWindow(NULL)
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      , mSettingsWindow(NULL)
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      , mConfirmationDialog(NULL)
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      , mAlchemyWindow(NULL)
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      , mSpellWindow(NULL)
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      , mLoadingScreen(NULL)
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      , mCharGen(NULL)
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      , mLevelupDialog(NULL)
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      , mWaitDialog(NULL)
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      , mSpellCreationDialog(NULL)
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      , mEnchantingDialog(NULL)
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      , mTrainingWindow(NULL)
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      , mMerchantRepair(NULL)
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      , mRepair(NULL)
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      , mSoulgemDialog(NULL)
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      , mCompanionWindow(NULL)
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      , mPlayerName()
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      , mPlayerRaceId()
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      , mPlayerAttributes()
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      , mPlayerMajorSkills()
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      , mPlayerMinorSkills()
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      , mPlayerSkillValues()
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      , mPlayerHealth()
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      , mPlayerMagicka()
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      , mPlayerFatigue()
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      , mGui(NULL)
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      , mGarbageDialogs()
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      , mShown(GW_ALL)
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      , mAllowed(newGame ? GW_None : GW_ALL)
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      , mRestAllowed(newGame ? false : true)
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      , mShowFPSLevel(fpsLevel)
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      , mFPS(0.0f)
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      , mTriangleCount(0)
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      , mBatchCount(0)
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      , mCrosshairEnabled(Settings::Manager::getBool ("crosshair", "HUD"))
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      , mSubtitlesEnabled(Settings::Manager::getBool ("subtitles", "GUI"))
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      , mHudEnabled(true)
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      , mTranslationDataStorage (translationDataStorage)
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    {
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        // Set up the GUI system
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        mGuiManager = new OEngine::GUI::MyGUIManager(mRendering->getWindow(), mRendering->getScene(), false, logpath);
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        mGui = mGuiManager->getGui();
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        //Register own widgets with MyGUI
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        MyGUI::FactoryManager::getInstance().registerFactory<MWGui::Widgets::MWSkill>("Widget");
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        MyGUI::FactoryManager::getInstance().registerFactory<MWGui::Widgets::MWAttribute>("Widget");
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        MyGUI::FactoryManager::getInstance().registerFactory<MWGui::Widgets::MWSpell>("Widget");
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        MyGUI::FactoryManager::getInstance().registerFactory<MWGui::Widgets::MWEffectList>("Widget");
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        MyGUI::FactoryManager::getInstance().registerFactory<MWGui::Widgets::MWSpellEffect>("Widget");
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        MyGUI::FactoryManager::getInstance().registerFactory<MWGui::Widgets::MWDynamicStat>("Widget");
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        MyGUI::FactoryManager::getInstance().registerFactory<MWGui::Widgets::MWList>("Widget");
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        MyGUI::FactoryManager::getInstance().registerFactory<MWGui::Widgets::HBox>("Widget");
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        MyGUI::FactoryManager::getInstance().registerFactory<MWGui::Widgets::VBox>("Widget");
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        MyGUI::FactoryManager::getInstance().registerFactory<MWGui::Widgets::AutoSizedTextBox>("Widget");
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        MyGUI::FactoryManager::getInstance().registerFactory<MWGui::Widgets::AutoSizedEditBox>("Widget");
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        MyGUI::FactoryManager::getInstance().registerFactory<MWGui::Widgets::AutoSizedButton>("Widget");
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        MyGUI::FactoryManager::getInstance().registerFactory<MWGui::ImageButton>("Widget");
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        MyGUI::FactoryManager::getInstance().registerFactory<MWGui::ExposedWindow>("Widget");
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        MyGUI::FactoryManager::getInstance().registerFactory<MWGui::Widgets::MWScrollView>("Widget");
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        BookPage::registerMyGUIComponents ();
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        MyGUI::FactoryManager::getInstance().registerFactory<ResourceImageSetPointerFix>("Resource", "ResourceImageSetPointer");
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        MyGUI::ResourceManager::getInstance().load("core.xml");
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        MyGUI::LanguageManager::getInstance().eventRequestTag = MyGUI::newDelegate(this, &WindowManager::onRetrieveTag);
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        // Get size info from the Gui object
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        assert(mGui);
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        int w = MyGUI::RenderManager::getInstance().getViewSize().width;
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        int h = MyGUI::RenderManager::getInstance().getViewSize().height;
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        MyGUI::Widget* dragAndDropWidget = mGui->createWidgetT("Widget","",0,0,w,h,MyGUI::Align::Default,"DragAndDrop","DragAndDropWidget");
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        dragAndDropWidget->setVisible(false);
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        mDragAndDrop = new DragAndDrop();
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        mDragAndDrop->mIsOnDragAndDrop = false;
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        mDragAndDrop->mDraggedWidget = 0;
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        mDragAndDrop->mDragAndDropWidget = dragAndDropWidget;
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        mMenu = new MainMenu(w,h);
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        mMap = new MapWindow(cacheDir);
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        mStatsWindow = new StatsWindow();
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        mConsole = new Console(w,h, consoleOnlyScripts);
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        mJournal = JournalWindow::create(JournalViewModel::create ());
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        mMessageBoxManager = new MessageBoxManager();
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        mInventoryWindow = new InventoryWindow(mDragAndDrop);
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        mTradeWindow = new TradeWindow();
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        mSpellBuyingWindow = new SpellBuyingWindow();
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        mTravelWindow = new TravelWindow();
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        mDialogueWindow = new DialogueWindow();
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        mContainerWindow = new ContainerWindow(mDragAndDrop);
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        mHud = new HUD(w,h, mShowFPSLevel, mDragAndDrop);
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        mToolTips = new ToolTips();
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        mScrollWindow = new ScrollWindow();
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        mBookWindow = new BookWindow();
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        mCountDialog = new CountDialog();
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        mSettingsWindow = new SettingsWindow();
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        mConfirmationDialog = new ConfirmationDialog();
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        mAlchemyWindow = new AlchemyWindow();
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        mSpellWindow = new SpellWindow();
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        mQuickKeysMenu = new QuickKeysMenu();
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        mLevelupDialog = new LevelupDialog();
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        mWaitDialog = new WaitDialog();
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        mSpellCreationDialog = new SpellCreationDialog();
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        mEnchantingDialog = new EnchantingDialog();
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        mTrainingWindow = new TrainingWindow();
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        mMerchantRepair = new MerchantRepair();
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        mRepair = new Repair();
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        mSoulgemDialog = new SoulgemDialog(mMessageBoxManager);
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        mCompanionWindow = new CompanionWindow(mDragAndDrop, mMessageBoxManager);
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        mLoadingScreen = new LoadingScreen(mRendering->getScene (), mRendering->getWindow ());
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        mLoadingScreen->onResChange (w,h);
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        mInputBlocker = mGui->createWidget<MyGUI::Widget>("",0,0,w,h,MyGUI::Align::Default,"Windows","");
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        mCursor = new Cursor();
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        mHud->setVisible(mHudEnabled);
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        mCharGen = new CharacterCreation();
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        // Setup player stats
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        for (int i = 0; i < ESM::Attribute::Length; ++i)
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        {
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            mPlayerAttributes.insert(std::make_pair(ESM::Attribute::sAttributeIds[i], MWMechanics::Stat<int>()));
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        }
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        for (int i = 0; i < ESM::Skill::Length; ++i)
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        {
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            mPlayerSkillValues.insert(std::make_pair(ESM::Skill::sSkillIds[i], MWMechanics::Stat<float>()));
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        }
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        unsetSelectedSpell();
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        unsetSelectedWeapon();
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        if (newGame)
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            disallowAll ();
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        // Set up visibility
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        updateVisible();
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    }
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    WindowManager::~WindowManager()
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    {
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        delete mConsole;
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        delete mMessageBoxManager;
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        delete mHud;
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        delete mMap;
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        delete mMenu;
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        delete mStatsWindow;
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        delete mJournal;
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        delete mDialogueWindow;
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        delete mContainerWindow;
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        delete mInventoryWindow;
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        delete mToolTips;
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        delete mCharGen;
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        delete mDragAndDrop;
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        delete mBookWindow;
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        delete mScrollWindow;
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        delete mTradeWindow;
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        delete mSpellBuyingWindow;
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        delete mTravelWindow;
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        delete mSettingsWindow;
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        delete mConfirmationDialog;
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        delete mAlchemyWindow;
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        delete mSpellWindow;
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        delete mLoadingScreen;
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        delete mLevelupDialog;
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        delete mWaitDialog;
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        delete mSpellCreationDialog;
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        delete mEnchantingDialog;
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        delete mTrainingWindow;
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        delete mCountDialog;
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        delete mQuickKeysMenu;
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        delete mMerchantRepair;
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        delete mRepair;
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        delete mSoulgemDialog;
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        delete mCursor;
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        cleanupGarbage();
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        delete mGuiManager;
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    }
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    void WindowManager::cleanupGarbage()
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    {
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        // Delete any dialogs which are no longer in use
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        if (!mGarbageDialogs.empty())
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        {
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            for (std::vector<OEngine::GUI::Layout*>::iterator it = mGarbageDialogs.begin(); it != mGarbageDialogs.end(); ++it)
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            {
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                delete *it;
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            }
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            mGarbageDialogs.clear();
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        }
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    }
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    void WindowManager::update()
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    {
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        cleanupGarbage();
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        mHud->setFPS(mFPS);
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        mHud->setTriangleCount(mTriangleCount);
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        mHud->setBatchCount(mBatchCount);
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        mHud->update();
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        mCursor->update();
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    }
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    void WindowManager::updateVisible()
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    {
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        // Start out by hiding everything except the HUD
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        mMap->setVisible(false);
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        mMenu->setVisible(false);
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        mStatsWindow->setVisible(false);
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        mConsole->disable();
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        mJournal->setVisible(false);
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        mDialogueWindow->setVisible(false);
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        mContainerWindow->setVisible(false);
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        mInventoryWindow->setVisible(false);
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        mScrollWindow->setVisible(false);
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        mBookWindow->setVisible(false);
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        mTradeWindow->setVisible(false);
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        mSpellBuyingWindow->setVisible(false);
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        mTravelWindow->setVisible(false);
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        mSettingsWindow->setVisible(false);
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        mAlchemyWindow->setVisible(false);
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        mSpellWindow->setVisible(false);
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        mQuickKeysMenu->setVisible(false);
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        mLevelupDialog->setVisible(false);
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        mWaitDialog->setVisible(false);
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        mSpellCreationDialog->setVisible(false);
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        mEnchantingDialog->setVisible(false);
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        mTrainingWindow->setVisible(false);
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        mMerchantRepair->setVisible(false);
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        mRepair->setVisible(false);
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        mCompanionWindow->setVisible(false);
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        mHud->setVisible(mHudEnabled);
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        bool gameMode = !isGuiMode();
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        mInputBlocker->setVisible (gameMode);
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        if (gameMode)
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            mToolTips->enterGameMode();
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        else
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            mToolTips->enterGuiMode();
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        if (gameMode)
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            MyGUI::InputManager::getInstance ().setKeyFocusWidget (NULL);
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        setMinimapVisibility((mAllowed & GW_Map) && !mMap->pinned());
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        setWeaponVisibility((mAllowed & GW_Inventory) && !mInventoryWindow->pinned());
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        setSpellVisibility((mAllowed & GW_Magic) && !mSpellWindow->pinned());
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        setHMSVisibility((mAllowed & GW_Stats) && !mStatsWindow->pinned());
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        // If in game mode, show only the pinned windows
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        if (gameMode)
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        {
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            mMap->setVisible(mMap->pinned());
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            mStatsWindow->setVisible(mStatsWindow->pinned());
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            mInventoryWindow->setVisible(mInventoryWindow->pinned());
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            mSpellWindow->setVisible(mSpellWindow->pinned());
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            return;
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        }
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        GuiMode mode = mGuiModes.back();
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        switch(mode) {
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            case GM_QuickKeysMenu:
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                mQuickKeysMenu->setVisible (true);
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                break;
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            case GM_MainMenu:
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                mMenu->setVisible(true);
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                break;
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            case GM_Settings:
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                mSettingsWindow->setVisible(true);
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                break;
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            case GM_Console:
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                // Show the pinned windows
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                mMap->setVisible(mMap->pinned());
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                mStatsWindow->setVisible(mStatsWindow->pinned());
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                mInventoryWindow->setVisible(mInventoryWindow->pinned());
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                mSpellWindow->setVisible(mSpellWindow->pinned());
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                mConsole->enable();
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                break;
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            case GM_Scroll:
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                mScrollWindow->setVisible(true);
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                break;
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            case GM_Book:
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                mBookWindow->setVisible(true);
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                break;
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            case GM_Alchemy:
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                mAlchemyWindow->setVisible(true);
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                break;
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						|
            case GM_Rest:
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                mWaitDialog->setVisible(true);
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                break;
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						|
            case GM_RestBed:
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						|
                mWaitDialog->setVisible(true);
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                mWaitDialog->bedActivated();
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                break;
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            case GM_Levelup:
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                mLevelupDialog->setVisible(true);
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                break;
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            case GM_Name:
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            case GM_Race:
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            case GM_Class:
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            case GM_ClassPick:
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            case GM_ClassCreate:
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            case GM_Birth:
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            case GM_ClassGenerate:
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            case GM_Review:
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                mCharGen->spawnDialog(mode);
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						|
                break;
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						|
            case GM_Inventory:
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						|
            {
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						|
                // First, compute the effective set of windows to show.
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						|
                // This is controlled both by what windows the
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						|
                // user has opened/closed (the 'shown' variable) and by what
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						|
                // windows we are allowed to show (the 'allowed' var.)
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						|
                int eff = mShown & mAllowed;
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                // Show the windows we want
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						|
                mMap            ->setVisible(eff & GW_Map);
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						|
                mStatsWindow    ->setVisible(eff & GW_Stats);
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                mInventoryWindow->setVisible(eff & GW_Inventory);
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                mSpellWindow    ->setVisible(eff & GW_Magic);
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                break;
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            }
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						|
            case GM_Container:
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						|
                mContainerWindow->setVisible(true);
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						|
                mInventoryWindow->setVisible(true);
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						|
                break;
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						|
            case GM_Companion:
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                mCompanionWindow->setVisible(true);
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						|
                mInventoryWindow->setVisible(true);
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						|
                break;
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						|
            case GM_Dialogue:
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						|
                mDialogueWindow->setVisible(true);
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						|
                break;
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						|
            case GM_Barter:
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						|
                mInventoryWindow->setVisible(true);
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                mTradeWindow->setVisible(true);
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						|
                break;
 | 
						|
            case GM_SpellBuying:
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						|
                mSpellBuyingWindow->setVisible(true);
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						|
                break;
 | 
						|
            case GM_Travel:
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						|
                mTravelWindow->setVisible(true);
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						|
                break;
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						|
            case GM_SpellCreation:
 | 
						|
                mSpellCreationDialog->setVisible(true);
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						|
                break;
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						|
            case GM_Enchanting:
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						|
                mEnchantingDialog->setVisible(true);
 | 
						|
                break;
 | 
						|
            case GM_Training:
 | 
						|
                mTrainingWindow->setVisible(true);
 | 
						|
                break;
 | 
						|
            case GM_MerchantRepair:
 | 
						|
                mMerchantRepair->setVisible(true);
 | 
						|
                break;
 | 
						|
            case GM_Repair:
 | 
						|
                mRepair->setVisible(true);
 | 
						|
                break;
 | 
						|
            case GM_Journal:
 | 
						|
                mJournal->setVisible(true);
 | 
						|
                break;
 | 
						|
            case GM_LoadingWallpaper:
 | 
						|
                mHud->setVisible(false);
 | 
						|
                mCursor->setVisible(false);
 | 
						|
                break;
 | 
						|
            case GM_Loading:
 | 
						|
                // Show the pinned windows
 | 
						|
                mMap->setVisible(mMap->pinned());
 | 
						|
                mStatsWindow->setVisible(mStatsWindow->pinned());
 | 
						|
                mInventoryWindow->setVisible(mInventoryWindow->pinned());
 | 
						|
                mSpellWindow->setVisible(mSpellWindow->pinned());
 | 
						|
 | 
						|
                mCursor->setVisible(false);
 | 
						|
                break;
 | 
						|
            case GM_Video:
 | 
						|
                mCursor->setVisible(false);
 | 
						|
                mHud->setVisible(false);
 | 
						|
                break;
 | 
						|
            default:
 | 
						|
                // Unsupported mode, switch back to game
 | 
						|
                break;
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::setValue (const std::string& id, const MWMechanics::Stat<int>& value)
 | 
						|
    {
 | 
						|
        mStatsWindow->setValue (id, value);
 | 
						|
        mCharGen->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;
 | 
						|
            mPlayerAttributes[attributes[i]] = value;
 | 
						|
            break;
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
 | 
						|
    void WindowManager::setValue (int parSkill, const MWMechanics::Stat<float>& value)
 | 
						|
    {
 | 
						|
        /// \todo Don't use the skill enum as a parameter type (we will have to drop it anyway, once we
 | 
						|
        /// allow custom skills.
 | 
						|
        mStatsWindow->setValue(static_cast<ESM::Skill::SkillEnum> (parSkill), value);
 | 
						|
        mCharGen->setValue(static_cast<ESM::Skill::SkillEnum> (parSkill), value);
 | 
						|
        mPlayerSkillValues[parSkill] = value;
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::setValue (const std::string& id, const MWMechanics::DynamicStat<float>& value)
 | 
						|
    {
 | 
						|
        mStatsWindow->setValue (id, value);
 | 
						|
        mHud->setValue (id, value);
 | 
						|
        mCharGen->setValue(id, value);
 | 
						|
        if (id == "HBar")
 | 
						|
        {
 | 
						|
            mPlayerHealth = value;
 | 
						|
            mCharGen->setPlayerHealth (value);
 | 
						|
        }
 | 
						|
        else if (id == "MBar")
 | 
						|
        {
 | 
						|
            mPlayerMagicka = value;
 | 
						|
            mCharGen->setPlayerMagicka (value);
 | 
						|
        }
 | 
						|
        else if (id == "FBar")
 | 
						|
        {
 | 
						|
            mPlayerFatigue = value;
 | 
						|
            mCharGen->setPlayerFatigue (value);
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    #if 0
 | 
						|
    MWMechanics::DynamicStat<int> WindowManager::getValue(const std::string& id)
 | 
						|
    {
 | 
						|
        if(id == "HBar")
 | 
						|
            return layerHealth;
 | 
						|
        else if (id == "MBar")
 | 
						|
            return mPlayerMagicka;
 | 
						|
        else if (id == "FBar")
 | 
						|
            return mPlayerFatigue;
 | 
						|
    }
 | 
						|
    #endif
 | 
						|
 | 
						|
    void WindowManager::setValue (const std::string& id, const std::string& value)
 | 
						|
    {
 | 
						|
        mStatsWindow->setValue (id, value);
 | 
						|
        if (id=="name")
 | 
						|
            mPlayerName = value;
 | 
						|
        else if (id=="race")
 | 
						|
            mPlayerRaceId = value;
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::setValue (const std::string& id, int value)
 | 
						|
    {
 | 
						|
        mStatsWindow->setValue (id, value);
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::setPlayerClass (const ESM::Class &class_)
 | 
						|
    {
 | 
						|
        mStatsWindow->setValue("class", class_.mName);
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::configureSkills (const SkillList& major, const SkillList& minor)
 | 
						|
    {
 | 
						|
        mStatsWindow->configureSkills (major, minor);
 | 
						|
        mCharGen->configureSkills(major, minor);
 | 
						|
        mPlayerMajorSkills = major;
 | 
						|
        mPlayerMinorSkills = minor;
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::setReputation (int reputation)
 | 
						|
    {
 | 
						|
        mStatsWindow->setReputation (reputation);
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::setBounty (int bounty)
 | 
						|
    {
 | 
						|
        mStatsWindow->setBounty (bounty);
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::updateSkillArea()
 | 
						|
    {
 | 
						|
        mStatsWindow->updateSkillArea();
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::removeDialog(OEngine::GUI::Layout*dialog)
 | 
						|
    {
 | 
						|
        if (!dialog)
 | 
						|
            return;
 | 
						|
        dialog->setVisible(false);
 | 
						|
        mGarbageDialogs.push_back(dialog);
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::messageBox (const std::string& message, const std::vector<std::string>& buttons)
 | 
						|
    {
 | 
						|
        if(buttons.empty()){
 | 
						|
            /* If there are no buttons, and there is a dialogue window open, messagebox goes to the dialogue window */
 | 
						|
            if(!mGuiModes.empty() && mGuiModes.back() == GM_Dialogue)
 | 
						|
                mDialogueWindow->addMessageBox(MyGUI::LanguageManager::getInstance().replaceTags(message));
 | 
						|
            else
 | 
						|
                mMessageBoxManager->createMessageBox(message);
 | 
						|
        }
 | 
						|
 | 
						|
        else
 | 
						|
        {
 | 
						|
            mMessageBoxManager->createInteractiveMessageBox(message, buttons);
 | 
						|
            MWBase::Environment::get().getInputManager()->changeInputMode(isGuiMode());
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::staticMessageBox(const std::string& message)
 | 
						|
    {
 | 
						|
        mMessageBoxManager->createMessageBox(message, true);
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::removeStaticMessageBox()
 | 
						|
    {
 | 
						|
        mMessageBoxManager->removeStaticMessageBox();
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::enterPressed ()
 | 
						|
    {
 | 
						|
        mMessageBoxManager->enterPressed();
 | 
						|
    }
 | 
						|
 | 
						|
    int WindowManager::readPressedButton ()
 | 
						|
    {
 | 
						|
        return mMessageBoxManager->readPressedButton();
 | 
						|
    }
 | 
						|
 | 
						|
    std::string WindowManager::getGameSettingString(const std::string &id, const std::string &default_)
 | 
						|
    {
 | 
						|
        const ESM::GameSetting *setting =
 | 
						|
            MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().search(id);
 | 
						|
 | 
						|
        if (setting && setting->mValue.getType()==ESM::VT_String)
 | 
						|
            return setting->mValue.getString();
 | 
						|
 | 
						|
        return default_;
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::onDialogueWindowBye()
 | 
						|
    {
 | 
						|
        if (mDialogueWindow)
 | 
						|
        {
 | 
						|
            //FIXME set some state and stuff?
 | 
						|
            //removeDialog(dialogueWindow);
 | 
						|
            mDialogueWindow->setVisible(false);
 | 
						|
        }
 | 
						|
        removeGuiMode(GM_Dialogue);
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::onFrame (float frameDuration)
 | 
						|
    {
 | 
						|
        mMessageBoxManager->onFrame(frameDuration);
 | 
						|
 | 
						|
        mToolTips->onFrame(frameDuration);
 | 
						|
 | 
						|
        if (mDragAndDrop->mIsOnDragAndDrop)
 | 
						|
        {
 | 
						|
            assert(mDragAndDrop->mDraggedWidget);
 | 
						|
            mDragAndDrop->mDraggedWidget->setPosition(MyGUI::InputManager::getInstance().getMousePosition());
 | 
						|
        }
 | 
						|
 | 
						|
        mDialogueWindow->onFrame();
 | 
						|
 | 
						|
        mInventoryWindow->onFrame();
 | 
						|
 | 
						|
        mStatsWindow->onFrame();
 | 
						|
 | 
						|
        mWaitDialog->onFrame(frameDuration);
 | 
						|
 | 
						|
        mHud->onFrame(frameDuration);
 | 
						|
 | 
						|
        mTrainingWindow->onFrame (frameDuration);
 | 
						|
        mTradeWindow->onFrame(frameDuration);
 | 
						|
 | 
						|
        mTrainingWindow->checkReferenceAvailable();
 | 
						|
        mDialogueWindow->checkReferenceAvailable();
 | 
						|
        mTradeWindow->checkReferenceAvailable();
 | 
						|
        mSpellBuyingWindow->checkReferenceAvailable();
 | 
						|
        mSpellCreationDialog->checkReferenceAvailable();
 | 
						|
        mEnchantingDialog->checkReferenceAvailable();
 | 
						|
        mContainerWindow->checkReferenceAvailable();
 | 
						|
        mCompanionWindow->checkReferenceAvailable();
 | 
						|
        mConsole->checkReferenceAvailable();
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::changeCell(MWWorld::Ptr::CellStore* cell)
 | 
						|
    {
 | 
						|
        if (cell->mCell->isExterior())
 | 
						|
        {
 | 
						|
            std::string name;
 | 
						|
            if (cell->mCell->mName != "")
 | 
						|
            {
 | 
						|
                name = cell->mCell->mName;
 | 
						|
                mMap->addVisitedLocation ("#{sCell=" + name + "}", cell->mCell->getGridX (), cell->mCell->getGridY ());
 | 
						|
            }
 | 
						|
            else
 | 
						|
            {
 | 
						|
                const ESM::Region* region =
 | 
						|
                    MWBase::Environment::get().getWorld()->getStore().get<ESM::Region>().search(cell->mCell->mRegion);
 | 
						|
                if (region)
 | 
						|
                    name = region->mName;
 | 
						|
                else
 | 
						|
                    name = getGameSettingString("sDefaultCellname", "Wilderness");
 | 
						|
            }
 | 
						|
 | 
						|
            mMap->cellExplored(cell->mCell->getGridX(), cell->mCell->getGridY());
 | 
						|
 | 
						|
            mMap->setCellName( name );
 | 
						|
            mHud->setCellName( name );
 | 
						|
 | 
						|
            mMap->setCellPrefix("Cell");
 | 
						|
            mHud->setCellPrefix("Cell");
 | 
						|
            mMap->setActiveCell( cell->mCell->getGridX(), cell->mCell->getGridY() );
 | 
						|
            mHud->setActiveCell( cell->mCell->getGridX(), cell->mCell->getGridY() );
 | 
						|
        }
 | 
						|
        else
 | 
						|
        {
 | 
						|
            mMap->setCellName( cell->mCell->mName );
 | 
						|
            mHud->setCellName( cell->mCell->mName );
 | 
						|
            mMap->setCellPrefix( cell->mCell->mName );
 | 
						|
            mHud->setCellPrefix( cell->mCell->mName );
 | 
						|
        }
 | 
						|
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::setInteriorMapTexture(const int x, const int y)
 | 
						|
    {
 | 
						|
        mMap->setActiveCell(x,y, true);
 | 
						|
        mHud->setActiveCell(x,y, true);
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::setPlayerPos(const float x, const float y)
 | 
						|
    {
 | 
						|
        mMap->setPlayerPos(x,y);
 | 
						|
        mHud->setPlayerPos(x,y);
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::setPlayerDir(const float x, const float y)
 | 
						|
    {
 | 
						|
        mMap->setPlayerDir(x,y);
 | 
						|
        mHud->setPlayerDir(x,y);
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::setHMSVisibility(bool visible)
 | 
						|
    {
 | 
						|
        mHud->setHmsVisible (visible);
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::setMinimapVisibility(bool visible)
 | 
						|
    {
 | 
						|
        mHud->setMinimapVisible (visible);
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::toggleFogOfWar()
 | 
						|
    {
 | 
						|
        mMap->toggleFogOfWar();
 | 
						|
        mHud->toggleFogOfWar();
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::setFocusObject(const MWWorld::Ptr& focus)
 | 
						|
    {
 | 
						|
        mToolTips->setFocusObject(focus);
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::setFocusObjectScreenCoords(float min_x, float min_y, float max_x, float max_y)
 | 
						|
    {
 | 
						|
        mToolTips->setFocusObjectScreenCoords(min_x, min_y, max_x, max_y);
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::toggleFullHelp()
 | 
						|
    {
 | 
						|
        mToolTips->toggleFullHelp();
 | 
						|
    }
 | 
						|
 | 
						|
    bool WindowManager::getFullHelp() const
 | 
						|
    {
 | 
						|
        return mToolTips->getFullHelp();
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::setWeaponVisibility(bool visible)
 | 
						|
    {
 | 
						|
        mHud->setWeapVisible (visible);
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::setSpellVisibility(bool visible)
 | 
						|
    {
 | 
						|
        mHud->setSpellVisible (visible);
 | 
						|
        mHud->setEffectVisible (visible);
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::setMouseVisible(bool visible)
 | 
						|
    {
 | 
						|
        mCursor->setVisible(visible);
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::setDragDrop(bool dragDrop)
 | 
						|
    {
 | 
						|
        mToolTips->setEnabled(!dragDrop);
 | 
						|
        MWBase::Environment::get().getInputManager()->setDragDrop(dragDrop);
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::onRetrieveTag(const MyGUI::UString& _tag, MyGUI::UString& _result)
 | 
						|
    {
 | 
						|
        std::string tag(_tag);
 | 
						|
 | 
						|
        std::string tokenToFind = "sCell=";
 | 
						|
        size_t tokenLength = tokenToFind.length();
 | 
						|
 | 
						|
        if (tag.substr(0, tokenLength) == tokenToFind)
 | 
						|
        {
 | 
						|
            _result = mTranslationDataStorage.translateCellName(tag.substr(tokenLength));
 | 
						|
        }
 | 
						|
        else
 | 
						|
        {
 | 
						|
            const ESM::GameSetting *setting =
 | 
						|
                MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(tag);
 | 
						|
 | 
						|
            if (setting && setting->mValue.getType()==ESM::VT_String)
 | 
						|
                _result = setting->mValue.getString();
 | 
						|
            else
 | 
						|
                _result = tag;
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::processChangedSettings(const Settings::CategorySettingVector& changed)
 | 
						|
    {
 | 
						|
        mHud->setFpsLevel(Settings::Manager::getInt("fps", "HUD"));
 | 
						|
        mToolTips->setDelay(Settings::Manager::getFloat("tooltip delay", "GUI"));
 | 
						|
 | 
						|
        bool changeRes = false;
 | 
						|
        bool windowRecreated = false;
 | 
						|
        for (Settings::CategorySettingVector::const_iterator it = changed.begin();
 | 
						|
            it != changed.end(); ++it)
 | 
						|
        {
 | 
						|
            if (it->first == "Video" &&  (
 | 
						|
                it->second == "resolution x"
 | 
						|
                || it->second == "resolution y"))
 | 
						|
            {
 | 
						|
                changeRes = true;
 | 
						|
            }
 | 
						|
            else if (it->first == "Video" && it->second == "vsync")
 | 
						|
                windowRecreated = true;
 | 
						|
            else if (it->first == "HUD" && it->second == "crosshair")
 | 
						|
                mCrosshairEnabled = Settings::Manager::getBool ("crosshair", "HUD");
 | 
						|
            else if (it->first == "GUI" && it->second == "subtitles")
 | 
						|
                mSubtitlesEnabled = Settings::Manager::getBool ("subtitles", "GUI");
 | 
						|
        }
 | 
						|
 | 
						|
        if (changeRes)
 | 
						|
        {
 | 
						|
            int x = Settings::Manager::getInt("resolution x", "Video");
 | 
						|
            int y = Settings::Manager::getInt("resolution y", "Video");
 | 
						|
            mHud->onResChange(x, y);
 | 
						|
            mConsole->onResChange(x, y);
 | 
						|
            mMenu->onResChange(x, y);
 | 
						|
            mSettingsWindow->center();
 | 
						|
            mAlchemyWindow->center();
 | 
						|
            mScrollWindow->center();
 | 
						|
            mBookWindow->center();
 | 
						|
            mQuickKeysMenu->center();
 | 
						|
            mSpellBuyingWindow->center();
 | 
						|
            mLoadingScreen->onResChange (x,y);
 | 
						|
            mDragAndDrop->mDragAndDropWidget->setSize(MyGUI::IntSize(x, y));
 | 
						|
            mInputBlocker->setSize(MyGUI::IntSize(x,y));
 | 
						|
        }
 | 
						|
        if (windowRecreated)
 | 
						|
        {
 | 
						|
            mGuiManager->updateWindow (mRendering->getWindow ());
 | 
						|
            mLoadingScreen->updateWindow (mRendering->getWindow ());
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::pushGuiMode(GuiMode mode)
 | 
						|
    {
 | 
						|
        if (mode==GM_Inventory && mAllowed==GW_None)
 | 
						|
            return;
 | 
						|
 | 
						|
 | 
						|
        // If this mode already exists somewhere in the stack, just bring it to the front.
 | 
						|
        if (std::find(mGuiModes.begin(), mGuiModes.end(), mode) != mGuiModes.end())
 | 
						|
        {
 | 
						|
            mGuiModes.erase(std::find(mGuiModes.begin(), mGuiModes.end(), mode));
 | 
						|
        }
 | 
						|
 | 
						|
        mGuiModes.push_back(mode);
 | 
						|
 | 
						|
        bool gameMode = !isGuiMode();
 | 
						|
        MWBase::Environment::get().getInputManager()->changeInputMode(!gameMode);
 | 
						|
 | 
						|
        updateVisible();
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::popGuiMode()
 | 
						|
    {
 | 
						|
        if (!mGuiModes.empty())
 | 
						|
            mGuiModes.pop_back();
 | 
						|
 | 
						|
        bool gameMode = !isGuiMode();
 | 
						|
        MWBase::Environment::get().getInputManager()->changeInputMode(!gameMode);
 | 
						|
 | 
						|
        updateVisible();
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::removeGuiMode(GuiMode mode)
 | 
						|
    {
 | 
						|
        std::vector<GuiMode>::iterator it = mGuiModes.begin();
 | 
						|
        while (it != mGuiModes.end())
 | 
						|
        {
 | 
						|
            if (*it == mode)
 | 
						|
                it = mGuiModes.erase(it);
 | 
						|
            else
 | 
						|
                ++it;
 | 
						|
        }
 | 
						|
 | 
						|
        bool gameMode = !isGuiMode();
 | 
						|
        MWBase::Environment::get().getInputManager()->changeInputMode(!gameMode);
 | 
						|
 | 
						|
        updateVisible();
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::setSelectedSpell(const std::string& spellId, int successChancePercent)
 | 
						|
    {
 | 
						|
        mHud->setSelectedSpell(spellId, successChancePercent);
 | 
						|
 | 
						|
        const ESM::Spell* spell =
 | 
						|
            MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(spellId);
 | 
						|
 | 
						|
        mSpellWindow->setTitle(spell->mName);
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::setSelectedEnchantItem(const MWWorld::Ptr& item)
 | 
						|
    {
 | 
						|
        const ESM::Enchantment* ench = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>()
 | 
						|
                .find(MWWorld::Class::get(item).getEnchantment(item));
 | 
						|
 | 
						|
        int chargePercent = (item.getCellRef().mEnchantmentCharge == -1) ? 100
 | 
						|
                : (item.getCellRef().mEnchantmentCharge / static_cast<float>(ench->mData.mCharge) * 100);
 | 
						|
        mHud->setSelectedEnchantItem(item, chargePercent);
 | 
						|
        mSpellWindow->setTitle(MWWorld::Class::get(item).getName(item));
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::setSelectedWeapon(const MWWorld::Ptr& item)
 | 
						|
    {
 | 
						|
        int durabilityPercent = (item.getCellRef().mCharge == -1) ? 100
 | 
						|
                 : (item.getCellRef().mCharge / static_cast<float>(MWWorld::Class::get(item).getItemMaxHealth(item)) * 100);
 | 
						|
        mHud->setSelectedWeapon(item, durabilityPercent);
 | 
						|
        mInventoryWindow->setTitle(MWWorld::Class::get(item).getName(item));
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::unsetSelectedSpell()
 | 
						|
    {
 | 
						|
        mHud->unsetSelectedSpell();
 | 
						|
        mSpellWindow->setTitle("#{sNone}");
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::unsetSelectedWeapon()
 | 
						|
    {
 | 
						|
        mHud->unsetSelectedWeapon();
 | 
						|
        mInventoryWindow->setTitle("#{sSkillHandtohand}");
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::getMousePosition(int &x, int &y)
 | 
						|
    {
 | 
						|
        const MyGUI::IntPoint& pos = MyGUI::InputManager::getInstance().getMousePosition();
 | 
						|
        x = pos.left;
 | 
						|
        y = pos.top;
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::getMousePosition(float &x, float &y)
 | 
						|
    {
 | 
						|
        const MyGUI::IntPoint& pos = MyGUI::InputManager::getInstance().getMousePosition();
 | 
						|
        x = pos.left;
 | 
						|
        y = pos.top;
 | 
						|
        const MyGUI::IntSize& viewSize = MyGUI::RenderManager::getInstance().getViewSize();
 | 
						|
        x /= viewSize.width;
 | 
						|
        y /= viewSize.height;
 | 
						|
    }
 | 
						|
 | 
						|
    bool WindowManager::getWorldMouseOver()
 | 
						|
    {
 | 
						|
        return mHud->getWorldMouseOver();
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::executeInConsole (const std::string& path)
 | 
						|
    {
 | 
						|
        mConsole->executeFile (path);
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::wmUpdateFps(float fps, unsigned int triangleCount, unsigned int batchCount)
 | 
						|
    {
 | 
						|
        mFPS = fps;
 | 
						|
        mTriangleCount = triangleCount;
 | 
						|
        mBatchCount = batchCount;
 | 
						|
    }
 | 
						|
 | 
						|
    MyGUI::Gui* WindowManager::getGui() const { return mGui; }
 | 
						|
 | 
						|
    MWGui::DialogueWindow* WindowManager::getDialogueWindow() { return mDialogueWindow;  }
 | 
						|
    MWGui::ContainerWindow* WindowManager::getContainerWindow() { return mContainerWindow; }
 | 
						|
    MWGui::InventoryWindow* WindowManager::getInventoryWindow() { return mInventoryWindow; }
 | 
						|
    MWGui::BookWindow* WindowManager::getBookWindow() { return mBookWindow; }
 | 
						|
    MWGui::ScrollWindow* WindowManager::getScrollWindow() { return mScrollWindow; }
 | 
						|
    MWGui::CountDialog* WindowManager::getCountDialog() { return mCountDialog; }
 | 
						|
    MWGui::ConfirmationDialog* WindowManager::getConfirmationDialog() { return mConfirmationDialog; }
 | 
						|
    MWGui::TradeWindow* WindowManager::getTradeWindow() { return mTradeWindow; }
 | 
						|
    MWGui::SpellBuyingWindow* WindowManager::getSpellBuyingWindow() { return mSpellBuyingWindow; }
 | 
						|
    MWGui::TravelWindow* WindowManager::getTravelWindow() { return mTravelWindow; }
 | 
						|
    MWGui::SpellWindow* WindowManager::getSpellWindow() { return mSpellWindow; }
 | 
						|
    MWGui::Console* WindowManager::getConsole() { return mConsole; }
 | 
						|
 | 
						|
    bool WindowManager::isAllowed (GuiWindow wnd) const
 | 
						|
    {
 | 
						|
        return mAllowed & wnd;
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::allow (GuiWindow wnd)
 | 
						|
    {
 | 
						|
        mAllowed = (GuiWindow)(mAllowed | wnd);
 | 
						|
 | 
						|
        if (wnd & GW_Inventory)
 | 
						|
        {
 | 
						|
            mBookWindow->setInventoryAllowed (true);
 | 
						|
            mScrollWindow->setInventoryAllowed (true);
 | 
						|
        }
 | 
						|
 | 
						|
        updateVisible();
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::disallowAll()
 | 
						|
    {
 | 
						|
        mAllowed = GW_None;
 | 
						|
 | 
						|
        mBookWindow->setInventoryAllowed (false);
 | 
						|
        mScrollWindow->setInventoryAllowed (false);
 | 
						|
 | 
						|
        updateVisible();
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::toggleVisible (GuiWindow wnd)
 | 
						|
    {
 | 
						|
        mShown = (mShown & wnd) ? (GuiWindow) (mShown & ~wnd) : (GuiWindow) (mShown | wnd);
 | 
						|
        updateVisible();
 | 
						|
    }
 | 
						|
 | 
						|
    bool WindowManager::isGuiMode() const
 | 
						|
    {
 | 
						|
        return !mGuiModes.empty() || mMessageBoxManager->isInteractiveMessageBox();
 | 
						|
    }
 | 
						|
 | 
						|
    bool WindowManager::isConsoleMode() const
 | 
						|
    {
 | 
						|
        if (!mGuiModes.empty() && mGuiModes.back()==GM_Console)
 | 
						|
            return true;
 | 
						|
        return false;
 | 
						|
    }
 | 
						|
 | 
						|
    MWGui::GuiMode WindowManager::getMode() const
 | 
						|
    {
 | 
						|
        if (mGuiModes.empty())
 | 
						|
            return GM_None;
 | 
						|
        return mGuiModes.back();
 | 
						|
    }
 | 
						|
 | 
						|
    std::map<int, MWMechanics::Stat<float> > WindowManager::getPlayerSkillValues()
 | 
						|
    {
 | 
						|
        return mPlayerSkillValues;
 | 
						|
    }
 | 
						|
 | 
						|
    std::map<int, MWMechanics::Stat<int> > WindowManager::getPlayerAttributeValues()
 | 
						|
    {
 | 
						|
        return mPlayerAttributes;
 | 
						|
    }
 | 
						|
 | 
						|
    WindowManager::SkillList WindowManager::getPlayerMinorSkills()
 | 
						|
    {
 | 
						|
        return mPlayerMinorSkills;
 | 
						|
    }
 | 
						|
 | 
						|
    WindowManager::SkillList WindowManager::getPlayerMajorSkills()
 | 
						|
    {
 | 
						|
        return mPlayerMajorSkills;
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::disallowMouse()
 | 
						|
    {
 | 
						|
        mInputBlocker->setVisible (true);
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::allowMouse()
 | 
						|
    {
 | 
						|
        mInputBlocker->setVisible (!isGuiMode ());
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::notifyInputActionBound ()
 | 
						|
    {
 | 
						|
        mSettingsWindow->updateControlsBox ();
 | 
						|
        allowMouse();
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::showCrosshair (bool show)
 | 
						|
    {
 | 
						|
        mHud->setCrosshairVisible (show && mCrosshairEnabled);
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::activateQuickKey (int index)
 | 
						|
    {
 | 
						|
        mQuickKeysMenu->activateQuickKey(index);
 | 
						|
    }
 | 
						|
 | 
						|
    bool WindowManager::getSubtitlesEnabled ()
 | 
						|
    {
 | 
						|
        return mSubtitlesEnabled;
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::toggleHud ()
 | 
						|
    {
 | 
						|
        mHudEnabled = !mHudEnabled;
 | 
						|
        mHud->setVisible (mHudEnabled);
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::setLoadingProgress (const std::string& stage, int depth, int current, int total)
 | 
						|
    {
 | 
						|
        mLoadingScreen->setLoadingProgress (stage, depth, current, total);
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::loadingDone ()
 | 
						|
    {
 | 
						|
        mLoadingScreen->loadingDone ();
 | 
						|
    }
 | 
						|
    bool WindowManager::getRestEnabled()
 | 
						|
    {
 | 
						|
        //Enable rest dialogue if character creation finished
 | 
						|
        if(mRestAllowed==false && MWBase::Environment::get().getWorld()->getGlobalVariable ("chargenstate").mFloat==-1)
 | 
						|
            mRestAllowed=true;
 | 
						|
        return mRestAllowed;
 | 
						|
    }
 | 
						|
 | 
						|
    bool WindowManager::getPlayerSleeping ()
 | 
						|
    {
 | 
						|
        return mWaitDialog->getSleeping();
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::wakeUpPlayer()
 | 
						|
    {
 | 
						|
        mWaitDialog->wakeUp();
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::addVisitedLocation(const std::string& name, int x, int y)
 | 
						|
    {
 | 
						|
        mMap->addVisitedLocation (name, x, y);
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::startSpellMaking(MWWorld::Ptr actor)
 | 
						|
    {
 | 
						|
        mSpellCreationDialog->startSpellMaking (actor);
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::startEnchanting (MWWorld::Ptr actor)
 | 
						|
    {
 | 
						|
        mEnchantingDialog->startEnchanting (actor);
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::startSelfEnchanting(MWWorld::Ptr soulgem)
 | 
						|
    {
 | 
						|
        mEnchantingDialog->startSelfEnchanting(soulgem);
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::startTraining(MWWorld::Ptr actor)
 | 
						|
    {
 | 
						|
        mTrainingWindow->startTraining(actor);
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::startRepair(MWWorld::Ptr actor)
 | 
						|
    {
 | 
						|
        mMerchantRepair->startRepair(actor);
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::startRepairItem(MWWorld::Ptr item)
 | 
						|
    {
 | 
						|
        mRepair->startRepairItem(item);
 | 
						|
    }
 | 
						|
 | 
						|
    const Translation::Storage& WindowManager::getTranslationDataStorage() const
 | 
						|
    {
 | 
						|
        return mTranslationDataStorage;
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::showCompanionWindow(MWWorld::Ptr actor)
 | 
						|
    {
 | 
						|
        mCompanionWindow->open(actor);
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::changePointer(const std::string &name)
 | 
						|
    {
 | 
						|
        mCursor->onCursorChange(name);
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::showSoulgemDialog(MWWorld::Ptr item)
 | 
						|
    {
 | 
						|
        mSoulgemDialog->show(item);
 | 
						|
    }
 | 
						|
 | 
						|
    void WindowManager::frameStarted (float dt)
 | 
						|
    {
 | 
						|
        mInventoryWindow->doRenderUpdate ();
 | 
						|
    }
 | 
						|
 | 
						|
}
 |