Beispiel #1
0
    void Camera::update(float duration, bool paused)
    {
        if (mAnimation->upperBodyReady())
        {
            // Now process the view changes we queued earlier
            if (mVanityToggleQueued)
            {
                toggleVanityMode(!mVanity.enabled);
                mVanityToggleQueued = false;
            }
            if (mViewModeToggleQueued)
            {

                togglePreviewMode(false);
                toggleViewMode();
                mViewModeToggleQueued = false;
            }
        }

        if (paused)
            return;

        // only show the crosshair in game mode and in first person mode.
        MWBase::WindowManager *wm = MWBase::Environment::get().getWindowManager();
        wm->showCrosshair(!wm->isGuiMode() && (mFirstPersonView && !mVanity.enabled && !mPreviewMode));

        if(mVanity.enabled)
        {
            rotateCamera(0.f, osg::DegreesToRadians(3.f * duration), true);
        }
    }
Beispiel #2
0
    void Camera::update(float duration, bool paused)
    {
        if (mAnimation->allowSwitchViewMode())
        {
            // Now process the view changes we queued earlier
            if (mVanityToggleQueued)
            {
                toggleVanityMode(!mVanity.enabled);
                mVanityToggleQueued = false;
            }
            if (mViewModeToggleQueued)
            {

                togglePreviewMode(false);
                toggleViewMode();
                mViewModeToggleQueued = false;
            }
        }

        updateListener();
        if (paused)
            return;

        // only show the crosshair in game mode and in first person mode.
        MWBase::WindowManager *wm = MWBase::Environment::get().getWindowManager();
        wm->showCrosshair(!wm->isGuiMode() && (mFirstPersonView && !mVanity.enabled && !mPreviewMode));

        if(mVanity.enabled)
        {
            Ogre::Vector3 rot(0.f, 0.f, 0.f);
            rot.z = Ogre::Degree(3.f * duration).valueRadians();
            rotateCamera(rot, true);
        }
    }
Beispiel #3
0
    void MainMenu::onButtonClicked(MyGUI::Widget *sender)
    {
        MWBase::WindowManager *winMgr = MWBase::Environment::get().getWindowManager();

        std::string name = *sender->getUserData<std::string>();
        winMgr->playSound("Menu Click");
        if (name == "return")
        {
            winMgr->removeGuiMode (GM_MainMenu);
        }
        else if (name == "options")
            winMgr->pushGuiMode (GM_Settings);
        else if (name == "credits")
            winMgr->playVideo("mw_credits.bik", true);
        else if (name == "exitgame")
        {
            if (MWBase::Environment::get().getStateManager()->getState() == MWBase::StateManager::State_NoGame)
                onExitConfirmed();
            else
            {
                ConfirmationDialog* dialog = winMgr->getConfirmationDialog();
                dialog->askForConfirmation("#{sMessage2}");
                dialog->eventOkClicked.clear();
                dialog->eventOkClicked += MyGUI::newDelegate(this, &MainMenu::onExitConfirmed);
                dialog->eventCancelClicked.clear();
            }
        }
        else if (name == "newgame")
        {
            if (MWBase::Environment::get().getStateManager()->getState() == MWBase::StateManager::State_NoGame)
                onNewGameConfirmed();
            else
            {
                ConfirmationDialog* dialog = winMgr->getConfirmationDialog();
                dialog->askForConfirmation("#{sNotifyMessage54}");
                dialog->eventOkClicked.clear();
                dialog->eventOkClicked += MyGUI::newDelegate(this, &MainMenu::onNewGameConfirmed);
                dialog->eventCancelClicked.clear();
            }
        }

        else
        {
            if (!mSaveGameDialog)
                mSaveGameDialog = new SaveGameDialog();
            if (name == "loadgame")
                mSaveGameDialog->setLoadOrSave(true);
            else if (name == "savegame")
                mSaveGameDialog->setLoadOrSave(false);
            mSaveGameDialog->setVisible(true);
        }
    }
Beispiel #4
0
    void AlchemyWindow::createPotions(int count)
    {
        MWMechanics::Alchemy::Result result = mAlchemy->create(mNameEdit->getCaption(), count);
        MWBase::WindowManager *winMgr = MWBase::Environment::get().getWindowManager();

        switch (result)
        {
        case MWMechanics::Alchemy::Result_NoName:
            winMgr->messageBox("#{sNotifyMessage37}");
            break;
        case MWMechanics::Alchemy::Result_NoMortarAndPestle:
            winMgr->messageBox("#{sNotifyMessage45}");
            break;
        case MWMechanics::Alchemy::Result_LessThanTwoIngredients:
            winMgr->messageBox("#{sNotifyMessage6a}");
            break;
        case MWMechanics::Alchemy::Result_Success:
            winMgr->playSound("potion success");
            if (count == 1)
                winMgr->messageBox("#{sPotionSuccess}");
            else
                winMgr->messageBox("#{sPotionSuccess} "+mNameEdit->getCaption()+" ("+std::to_string(count)+")");
            break;
        case MWMechanics::Alchemy::Result_NoEffects:
        case MWMechanics::Alchemy::Result_RandomFailure:
            winMgr->messageBox("#{sNotifyMessage8}");
            winMgr->playSound("potion fail");
            break;
        }

        // remove ingredient slots that have been fully used up
        for (int i=0; i<4; ++i)
            if (mIngredients[i]->isUserString("ToolTipType"))
            {
                MWWorld::Ptr ingred = *mIngredients[i]->getUserData<MWWorld::Ptr>();
                if (ingred.getRefData().getCount() == 0)
                    removeIngredient(mIngredients[i]);
            }

        update();
    }