Example #1
0
void StatsWindow::setValue (const std::string& id, const MWMechanics::Stat<int>& value)
{
    static const char *ids[] =
    {
        "AttribVal1", "AttribVal2", "AttribVal3", "AttribVal4", "AttribVal5",
        "AttribVal6", "AttribVal7", "AttribVal8",
        0
    };

    for (int i=0; ids[i]; ++i)
        if (ids[i]==id)
        {
            std::ostringstream valueString;
            valueString << value.getModified();
            setText (id, valueString.str());

            if (value.getModified()>value.getBase())
                setTextColor (id, 0, 1, 0);
            else if (value.getModified()<value.getBase())
                setTextColor (id, 1, 0, 0);
            else
                setTextColor (id, 1, 1, 1);

            break;
        }
}
Example #2
0
void StatsWindow::setValue (const std::string& id, const MWMechanics::Stat<int>& value)
{
    static const char *ids[] =
    {
        "AttribVal1", "AttribVal2", "AttribVal3", "AttribVal4", "AttribVal5",
        "AttribVal6", "AttribVal7", "AttribVal8",
        0
    };

    for (int i=0; ids[i]; ++i)
        if (ids[i]==id)
        {
            std::ostringstream valueString;
            valueString << value.getModified();
            setText (id, valueString.str());

            MyGUI::TextBox* box;
            getWidget(box, id);

            if (value.getModified()>value.getBase())
                box->_setWidgetState("increased");
            else if (value.getModified()<value.getBase())
                box->_setWidgetState("decreased");
            else
                box->_setWidgetState("normal");

            break;
        }
}
Example #3
0
void StatsWindow::setValue (const std::string& id, const MWMechanics::Stat<float>& value)
{
    static struct {const char *id; ESM::Skill::SkillEnum skillId; } skillMap[] =
    {
        {"SkillBlock", ESM::Skill::Block},
        {"SkillArmorer", ESM::Skill::Armorer},
        {"SkillMediumArmor", ESM::Skill::MediumArmor},
        {"SkillHeavyArmor", ESM::Skill::HeavyArmor},
        {"SkillBluntWeapon", ESM::Skill::BluntWeapon},
        {"SkillLongBlade", ESM::Skill::LongBlade},
        {"SkillAxe", ESM::Skill::Axe},
        {"SkillSpear", ESM::Skill::Spear},
        {"SkillAthletics", ESM::Skill::Athletics},
        {"SkillEnchant", ESM::Skill::Armorer},
        {"SkillDestruction", ESM::Skill::Destruction},
        {"SkillAlteration", ESM::Skill::Alteration},
        {"SkillIllusion", ESM::Skill::Illusion},
        {"SkillConjuration", ESM::Skill::Conjuration},
        {"SkillMysticism", ESM::Skill::Mysticism},
        {"SkillRestoration", ESM::Skill::Restoration},
        {"SkillAlchemy", ESM::Skill::Alchemy},
        {"SkillUnarmored", ESM::Skill::Unarmored},
        {"SkillSecurity", ESM::Skill::Security},
        {"SkillSneak", ESM::Skill::Sneak},
        {"SkillAcrobatics", ESM::Skill::Acrobatics},
        {"SkillLightArmor", ESM::Skill::LightArmor},
        {"SkillShortBlade", ESM::Skill::ShortBlade},
        {"SkillMarksman", ESM::Skill::Marksman},
        {"SkillMercantile", ESM::Skill::Mercantile},
        {"SkillSpeechcraft", ESM::Skill::Speechcraft},
        {"SkillHandToHand", ESM::Skill::HandToHand},
    };
    for (size_t i = 0; i < sizeof(skillMap)/sizeof(skillMap[0]); ++i)
    {
        if (skillMap[i].id == id)
        {
            int skillId = skillMap[i].skillId;
            skillValues[skillId] = value;
            MyGUI::StaticTextPtr widget = skillWidgetMap[skillId];
            if (widget)
            {
                float modified = value.getModified(), base = value.getBase();
                std::string text = boost::lexical_cast<std::string>(std::floor(modified));
                ColorStyle style = CS_Normal;
                if (modified > base)
                    style = CS_Super;
                else if (modified < base)
                    style = CS_Sub;

                setStyledText(widget, style, text);
            }
            break;
        }
    }
}
Example #4
0
void ReviewDialog::setSkillValue(ESM::Skill::SkillEnum skillId, const MWMechanics::Stat<float>& value)
{
    skillValues[skillId] = value;
    MyGUI::StaticTextPtr widget = skillWidgetMap[skillId];
    if (widget)
    {
        float modified = value.getModified(), base = value.getBase();
        std::string text = boost::lexical_cast<std::string>(std::floor(modified));
        ColorStyle style = CS_Normal;
        if (modified > base)
            style = CS_Super;
        else if (modified < base)
            style = CS_Sub;

        setStyledText(widget, style, text);
    }
}
Example #5
0
void StatsWindow::setValue(const ESM::Skill::SkillEnum parSkill, const MWMechanics::Stat<float>& value)
{
    skillValues[parSkill] = value;
    MyGUI::TextBox* widget = skillWidgetMap[(int)parSkill];
    if (widget)
    {
        float modified = value.getModified(), base = value.getBase();
        std::string text = boost::lexical_cast<std::string>(std::floor(modified));
        std::string state = "normal";
        if (modified > base)
            state = "increased";
        else if (modified < base)
            state = "decreased";

        widget->setCaption(text);
        widget->_setWidgetState(state);
    }
}
Example #6
0
void ReviewDialog::setSkillValue(ESM::Skill::SkillEnum skillId, const MWMechanics::Stat<float>& value)
{
    mSkillValues[skillId] = value;
    MyGUI::TextBox* widget = mSkillWidgetMap[skillId];
    if (widget)
    {
        float modified = value.getModified(), base = value.getBase();
        std::string text = boost::lexical_cast<std::string>(std::floor(modified));
        std::string state = "normal";
        if (modified > base)
            state = "increased";
        else if (modified < base)
            state = "decreased";

        widget->setCaption(text);
        widget->_setWidgetState(state);
    }

}