コード例 #1
0
ファイル: SplashScreenSys.cpp プロジェクト: Hronom/JustGame
SplashScreenSys::SplashScreenSys()
{
    mMousePressed = false;

    mCurrentIndex = 0;
    mFadeSpeed = 1.5f;
    mTimeToSwitch = 3.0f;
    mCurrentTime = 0;

    MyGUI::ImageBox *xImageBox;
    MyGUI::Gui *xGUI = JGC::GraphicSystem::instance()->getGui();

    xImageBox = xGUI->createWidget<MyGUI::ImageBox>("ImageBox",0,0,0,0, MyGUI::Align::Default,"Main", "OgreLogo");
    xImageBox->setRealCoord(0.0f,0.0f,1.0f,1.0f);
    xImageBox->setImageTexture("OgreLogo.png");
    xImageBox->setAlpha(0);
    mCurrentLayoutWidgets.push_back(xImageBox);

    xImageBox = xGUI->createWidget<MyGUI::ImageBox>("ImageBox",0,0,0,0, MyGUI::Align::Default, "Main", "BulletLogo");
    xImageBox->setRealCoord(0.0f,0.0f,1.0f,1.0f);
    xImageBox->setImageTexture("BulletLogo.png");
    xImageBox->setAlpha(0);
    mCurrentLayoutWidgets.push_back(xImageBox);

    xImageBox = xGUI->createWidget<MyGUI::ImageBox>("ImageBox",0,0,0,0, MyGUI::Align::Default, "Main", "OpenALLogo");
    xImageBox->setRealCoord(0.0f,0.0f,1.0f,1.0f);
    xImageBox->setImageTexture("openalLogo.png");
    xImageBox->setAlpha(0);
    mCurrentLayoutWidgets.push_back(xImageBox);

    xImageBox = xGUI->createWidget<MyGUI::ImageBox>("ImageBox",0,0,0,0, MyGUI::Align::Default, "Main", "HronoLogo");
    xImageBox->setRealCoord(0.0f,0.0f,1.0f,1.0f);
    xImageBox->setImageTexture("HronoLogo.png");
    xImageBox->setAlpha(0);
    mCurrentLayoutWidgets.push_back(xImageBox);

    xImageBox = xGUI->createWidget<MyGUI::ImageBox>("ImageBox",0,0,0,0, MyGUI::Align::Default, "Main", "GameLogo");
    xImageBox->setRealCoord(0.0f,0.0f,1.0f,1.0f);
    xImageBox->setImageTexture("JustGameLogo.png");
    xImageBox->setAlpha(0);
    mCurrentLayoutWidgets.push_back(xImageBox);

    mWidgetsIter = mCurrentLayoutWidgets.begin();

    MyGUI::PointerManager::getInstancePtr()->setVisible(false);
}
コード例 #2
0
ファイル: spellicons.cpp プロジェクト: sergey-shambir/openmw
    void SpellIcons::updateWidgets(MyGUI::Widget *parent, bool adjustSize)
    {
        // TODO: Tracking add/remove/expire would be better than force updating every frame

        MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
        const MWMechanics::CreatureStats& stats = MWWorld::Class::get(player).getCreatureStats(player);


        EffectSourceVisitor visitor;

        // permanent item enchantments & permanent spells
        visitor.mIsPermanent = true;
        MWWorld::InventoryStore& store = MWWorld::Class::get(player).getInventoryStore(player);
        store.visitEffectSources(visitor);
        stats.getSpells().visitEffectSources(visitor);

        // now add lasting effects
        visitor.mIsPermanent = false;
        stats.getActiveSpells().visitEffectSources(visitor);

        std::map <int, std::vector<MagicEffectInfo> >& effects = visitor.mEffectSources;

        int w=2;

        for (std::map <int, std::vector<MagicEffectInfo> >::const_iterator it = effects.begin(); it != effects.end(); ++it)
        {
            const ESM::MagicEffect* effect =
                MWBase::Environment::get().getWorld ()->getStore ().get<ESM::MagicEffect>().find(it->first);

            float remainingDuration = 0;

            std::string sourcesDescription;

            const float fadeTime = 5.f;

            for (std::vector<MagicEffectInfo>::const_iterator effectIt = it->second.begin();
                 effectIt != it->second.end(); ++effectIt)
            {
                if (effectIt != it->second.begin())
                    sourcesDescription += "\n";

                // if at least one of the effect sources is permanent, the effect will never wear off
                if (effectIt->mPermanent)
                    remainingDuration = fadeTime;
                else
                    remainingDuration = std::max(remainingDuration, effectIt->mRemainingTime);

                sourcesDescription +=  effectIt->mSource;

                if (effect->mData.mFlags & ESM::MagicEffect::TargetSkill)
                    sourcesDescription += " (" +
                            MWBase::Environment::get().getWindowManager()->getGameSettingString(
                                ESM::Skill::sSkillNameIds[effectIt->mKey.mArg], "") + ")";
                if (effect->mData.mFlags & ESM::MagicEffect::TargetAttribute)
                    sourcesDescription += " (" +
                            MWBase::Environment::get().getWindowManager()->getGameSettingString(
                                ESM::Attribute::sGmstAttributeIds[effectIt->mKey.mArg], "") + ")";

                ESM::MagicEffect::MagnitudeDisplayType displayType = effect->getMagnitudeDisplayType();
                if (displayType == ESM::MagicEffect::MDT_TimesInt)
                {
                    std::string timesInt =  MWBase::Environment::get().getWindowManager()->getGameSettingString("sXTimesINT", "");
                    std::stringstream formatter;
                    formatter << std::fixed << std::setprecision(1) << " " << (effectIt->mMagnitude / 10.0f) << timesInt;
                    sourcesDescription += formatter.str();
                }
                else if ( displayType != ESM::MagicEffect::MDT_None )
                {
                    sourcesDescription += ": " + boost::lexical_cast<std::string>(effectIt->mMagnitude);

                    if ( displayType == ESM::MagicEffect::MDT_Percentage )
                        sourcesDescription += MWBase::Environment::get().getWindowManager()->getGameSettingString("spercent", "");
                    else if ( displayType == ESM::MagicEffect::MDT_Feet )
                        sourcesDescription += " " + MWBase::Environment::get().getWindowManager()->getGameSettingString("sfeet", "");
                    else if ( displayType == ESM::MagicEffect::MDT_Level )
                    {
                        sourcesDescription += " " + ((effectIt->mMagnitude > 1) ?
                            MWBase::Environment::get().getWindowManager()->getGameSettingString("sLevels", "") :
                            MWBase::Environment::get().getWindowManager()->getGameSettingString("sLevel", "") );
                    }
                    else // ESM::MagicEffect::MDT_Points
                    {
                        sourcesDescription += " " + ((effectIt->mMagnitude > 1) ?
                            MWBase::Environment::get().getWindowManager()->getGameSettingString("spoints", "") :
                            MWBase::Environment::get().getWindowManager()->getGameSettingString("spoint", "") );
                    }
                }
            }

            if (remainingDuration > 0.f)
            {
                MyGUI::ImageBox* image;
                if (mWidgetMap.find(it->first) == mWidgetMap.end())
                {
                    image = parent->createWidget<MyGUI::ImageBox>
                        ("ImageBox", MyGUI::IntCoord(w,2,16,16), MyGUI::Align::Default);
                    mWidgetMap[it->first] = image;

                    std::string icon = effect->mIcon;
                    icon[icon.size()-3] = 'd';
                    icon[icon.size()-2] = 'd';
                    icon[icon.size()-1] = 's';
                    icon = "icons\\" + icon;

                    image->setImageTexture(icon);

                    std::string name = ESM::MagicEffect::effectIdToString (it->first);

                    ToolTipInfo tooltipInfo;
                    tooltipInfo.caption = "#{" + name + "}";
                    tooltipInfo.icon = effect->mIcon;
                    tooltipInfo.imageSize = 16;
                    tooltipInfo.wordWrap = false;

                    image->setUserData(tooltipInfo);
                    image->setUserString("ToolTipType", "ToolTipInfo");
                }
                else
                    image = mWidgetMap[it->first];

                image->setPosition(w,2);
                image->setVisible(true);
                w += 16;

                ToolTipInfo* tooltipInfo = image->getUserData<ToolTipInfo>();
                tooltipInfo->text = sourcesDescription;

                // Fade out during the last 5 seconds
                image->setAlpha(std::min(remainingDuration/fadeTime, 1.f));
            }
            else if (mWidgetMap.find(it->first) != mWidgetMap.end())
            {
                mWidgetMap[it->first]->setVisible(false);
            }
        }

        if (adjustSize)
        {
            int s = w + 2;
            if (effects.empty())
                s = 0;
            int diff = parent->getWidth() - s;
            parent->setSize(s, parent->getHeight());
            parent->setPosition(parent->getLeft()+diff, parent->getTop());
        }

        // hide inactive effects
        for (std::map<int, MyGUI::ImageBox*>::iterator it = mWidgetMap.begin(); it != mWidgetMap.end(); ++it)
        {
            if (effects.find(it->first) == effects.end())
                it->second->setVisible(false);
        }
    }
コード例 #3
0
ファイル: spellicons.cpp プロジェクト: darkf/openmw
    void SpellIcons::updateWidgets(MyGUI::Widget *parent, bool adjustSize)
    {
        MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
        const MWMechanics::CreatureStats& stats = MWWorld::Class::get(player).getCreatureStats(player);

        std::map <int, std::vector<MagicEffectInfo> > effects;

        // add permanent item enchantments
        MWWorld::InventoryStore& store = MWWorld::Class::get(player).getInventoryStore(player);
        for (int slot = 0; slot < MWWorld::InventoryStore::Slots; ++slot)
        {
            MWWorld::ContainerStoreIterator it = store.getSlot(slot);
            if (it == store.end())
                continue;
            std::string enchantment = MWWorld::Class::get(*it).getEnchantment(*it);
            if (enchantment.empty())
                continue;
            const ESM::Enchantment* enchant = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find(enchantment);
            if (enchant->mData.mType != ESM::Enchantment::ConstantEffect)
                continue;

            const ESM::EffectList& list = enchant->mEffects;
            for (std::vector<ESM::ENAMstruct>::const_iterator effectIt = list.mList.begin();
                 effectIt != list.mList.end(); ++effectIt)
            {
                const ESM::MagicEffect* magicEffect =
                    MWBase::Environment::get().getWorld ()->getStore ().get<ESM::MagicEffect>().find(effectIt->mEffectID);

                MagicEffectInfo effectInfo;
                effectInfo.mSource = MWWorld::Class::get(*it).getName(*it);
                effectInfo.mKey = MWMechanics::EffectKey (effectIt->mEffectID);
                if (magicEffect->mData.mFlags & ESM::MagicEffect::TargetSkill)
                    effectInfo.mKey.mArg = effectIt->mSkill;
                else if (magicEffect->mData.mFlags & ESM::MagicEffect::TargetAttribute)
                    effectInfo.mKey.mArg = effectIt->mAttribute;
                // just using the min magnitude here, permanent enchantments with a random magnitude just wouldn't make any sense
                effectInfo.mMagnitude = effectIt->mMagnMin;
                effectInfo.mPermanent = true;
                effects[effectIt->mEffectID].push_back (effectInfo);
            }
        }

        // add permanent spells
        const MWMechanics::Spells& spells = stats.getSpells();
        for (MWMechanics::Spells::TIterator it = spells.begin(); it != spells.end(); ++it)
        {
            const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(it->first);

            // these are the spell types that are permanently in effect
            if (!(spell->mData.mType == ESM::Spell::ST_Ability)
                    && !(spell->mData.mType == ESM::Spell::ST_Disease)
                    && !(spell->mData.mType == ESM::Spell::ST_Curse)
                    && !(spell->mData.mType == ESM::Spell::ST_Blight))
                continue;
            const ESM::EffectList& list = spell->mEffects;
            for (std::vector<ESM::ENAMstruct>::const_iterator effectIt = list.mList.begin();
                 effectIt != list.mList.end(); ++effectIt)
            {
                const ESM::MagicEffect* magicEffect =
                    MWBase::Environment::get().getWorld ()->getStore ().get<ESM::MagicEffect>().find(effectIt->mEffectID);
                MagicEffectInfo effectInfo;
                effectInfo.mSource = getSpellDisplayName (it->first);
                effectInfo.mKey = MWMechanics::EffectKey (effectIt->mEffectID);
                if (magicEffect->mData.mFlags & ESM::MagicEffect::TargetSkill)
                    effectInfo.mKey.mArg = effectIt->mSkill;
                else if (magicEffect->mData.mFlags & ESM::MagicEffect::TargetAttribute)
                    effectInfo.mKey.mArg = effectIt->mAttribute;
                // just using the min magnitude here, permanent spells with a random magnitude just wouldn't make any sense
                effectInfo.mMagnitude = effectIt->mMagnMin;
                effectInfo.mPermanent = true;

                effects[effectIt->mEffectID].push_back (effectInfo);
            }
        }

        // add lasting effect spells/potions etc
        const MWMechanics::ActiveSpells::TContainer& activeSpells = stats.getActiveSpells().getActiveSpells();
        for (MWMechanics::ActiveSpells::TContainer::const_iterator it = activeSpells.begin();
             it != activeSpells.end(); ++it)
        {
            const ESM::EffectList& list = getSpellEffectList(it->first);

            float timeScale = MWBase::Environment::get().getWorld()->getTimeScaleFactor();

            for (std::vector<ESM::ENAMstruct>::const_iterator effectIt = list.mList.begin();
                 effectIt != list.mList.end(); ++effectIt)
            {
                const ESM::MagicEffect* magicEffect =
                    MWBase::Environment::get().getWorld ()->getStore ().get<ESM::MagicEffect>().find(effectIt->mEffectID);

                MagicEffectInfo effectInfo;
                effectInfo.mSource = getSpellDisplayName (it->first);
                effectInfo.mKey = MWMechanics::EffectKey (effectIt->mEffectID);
                if (magicEffect->mData.mFlags & ESM::MagicEffect::TargetSkill)
                    effectInfo.mKey.mArg = effectIt->mSkill;
                else if (magicEffect->mData.mFlags & ESM::MagicEffect::TargetAttribute)
                    effectInfo.mKey.mArg = effectIt->mAttribute;
                effectInfo.mMagnitude = effectIt->mMagnMin + (effectIt->mMagnMax-effectIt->mMagnMin) * it->second.second;
                effectInfo.mRemainingTime = effectIt->mDuration +
                        (it->second.first - MWBase::Environment::get().getWorld()->getTimeStamp())*3600/timeScale;

                // ingredients need special casing for their magnitude / duration
                /// \todo duplicated from ActiveSpells, helper function?
                if (MWBase::Environment::get().getWorld()->getStore().get<ESM::Ingredient>().search (it->first))
                {
                    effectInfo.mRemainingTime = effectIt->mDuration * it->second.second +
                            (it->second.first - MWBase::Environment::get().getWorld()->getTimeStamp())*3600/timeScale;

                    effectInfo.mMagnitude = static_cast<int> (0.05*it->second.second / (0.1 * magicEffect->mData.mBaseCost));
                }


                effects[effectIt->mEffectID].push_back (effectInfo);
            }
        }

        int w=2;

        if (adjustSize)
        {
            int s = effects.size() * 16+4;
            if (!effects.size())
                s = 0;
            int diff = parent->getWidth() - s;
            parent->setSize(s, parent->getHeight());
            parent->setPosition(parent->getLeft()+diff, parent->getTop());
        }


        for (std::map <int, std::vector<MagicEffectInfo> >::const_iterator it = effects.begin(); it != effects.end(); ++it)
        {
            MyGUI::ImageBox* image;
            if (mWidgetMap.find(it->first) == mWidgetMap.end())
                image = parent->createWidget<MyGUI::ImageBox>
                    ("ImageBox", MyGUI::IntCoord(w,2,16,16), MyGUI::Align::Default);
            else
                image = mWidgetMap[it->first];
            mWidgetMap[it->first] = image;
            image->setPosition(w,2);
            image->setVisible(true);

            const ESM::MagicEffect* effect =
                MWBase::Environment::get().getWorld ()->getStore ().get<ESM::MagicEffect>().find(it->first);

            std::string icon = effect->mIcon;
            icon[icon.size()-3] = 'd';
            icon[icon.size()-2] = 'd';
            icon[icon.size()-1] = 's';
            icon = "icons\\" + icon;

            image->setImageTexture(icon);
            w += 16;

            float remainingDuration = 0;

            std::string sourcesDescription;

            const float fadeTime = 5.f;

            for (std::vector<MagicEffectInfo>::const_iterator effectIt = it->second.begin();
                 effectIt != it->second.end(); ++effectIt)
            {
                if (effectIt != it->second.begin())
                    sourcesDescription += "\n";

                // if at least one of the effect sources is permanent, the effect will never wear off
                if (effectIt->mPermanent)
                    remainingDuration = fadeTime;
                else
                    remainingDuration = std::max(remainingDuration, effectIt->mRemainingTime);

                sourcesDescription +=  effectIt->mSource;

                if (effect->mData.mFlags & ESM::MagicEffect::TargetSkill)
                    sourcesDescription += " (" +
                            MWBase::Environment::get().getWindowManager()->getGameSettingString(
                                ESM::Skill::sSkillNameIds[effectIt->mKey.mArg], "") + ")";
                if (effect->mData.mFlags & ESM::MagicEffect::TargetAttribute)
                    sourcesDescription += " (" +
                            MWBase::Environment::get().getWindowManager()->getGameSettingString(
                                ESM::Attribute::sGmstAttributeIds[effectIt->mKey.mArg], "") + ")";

                if (!(effect->mData.mFlags & ESM::MagicEffect::NoMagnitude))
                {
                    std::string pt =  MWBase::Environment::get().getWindowManager()->getGameSettingString("spoint", "");
                    std::string pts =  MWBase::Environment::get().getWindowManager()->getGameSettingString("spoints", "");

                    sourcesDescription += ": " + boost::lexical_cast<std::string>(effectIt->mMagnitude);
                    sourcesDescription += " " + ((effectIt->mMagnitude > 1) ? pts : pt);
                }
            }

            std::string name = ESM::MagicEffect::effectIdToString (it->first);

            ToolTipInfo tooltipInfo;
            tooltipInfo.caption = "#{" + name + "}";
            tooltipInfo.icon = effect->mIcon;
            tooltipInfo.text = sourcesDescription;
            tooltipInfo.imageSize = 16;
            tooltipInfo.wordWrap = false;

            image->setUserData(tooltipInfo);
            image->setUserString("ToolTipType", "ToolTipInfo");

            // Fade out during the last 5 seconds
            image->setAlpha(std::min(remainingDuration/fadeTime, 1.f));
        }

        // hide inactive effects
        for (std::map<int, MyGUI::ImageBox*>::iterator it = mWidgetMap.begin(); it != mWidgetMap.end(); ++it)
        {
            if (effects.find(it->first) == effects.end())
                it->second->setVisible(false);
        }

    }