Esempio n. 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());

            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;
        }
}
Esempio n. 2
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);
    }
}
Esempio n. 3
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);
    }

}
Esempio n. 4
0
MyGUI::TextBox* ReviewDialog::addValueItem(const std::string& text, const std::string &value, const std::string& state, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2)
{
    MyGUI::TextBox* skillNameWidget;
    MyGUI::TextBox* skillValueWidget;

    skillNameWidget = mSkillView->createWidget<MyGUI::TextBox>("SandText", coord1, MyGUI::Align::Default);
    skillNameWidget->setCaption(text);
    skillNameWidget->eventMouseWheel += MyGUI::newDelegate(this, &ReviewDialog::onMouseWheel);

    skillValueWidget = mSkillView->createWidget<MyGUI::TextBox>("SandTextRight", coord2, MyGUI::Align::Top | MyGUI::Align::Right);
    skillValueWidget->setCaption(value);
    skillValueWidget->_setWidgetState(state);
    skillValueWidget->eventMouseWheel += MyGUI::newDelegate(this, &ReviewDialog::onMouseWheel);

    mSkillWidgets.push_back(skillNameWidget);
    mSkillWidgets.push_back(skillValueWidget);

    coord1.top += sLineHeight;
    coord2.top += sLineHeight;

    return skillValueWidget;
}