Exemplo n.º 1
0
    void SpellView::incrementalUpdate()
    {
        if (!mModel.get())
        {
            return;
        }

        mModel->update();
        bool fullUpdateRequired = false;
        SpellModel::ModelIndex maxSpellIndexFound = -1;
        for (std::vector< LineInfo >::iterator it = mLines.begin(); it != mLines.end(); ++it)
        {
            // only update the lines that are "updateable"
            SpellModel::ModelIndex spellIndex(it->mSpellIndex);
            if (spellIndex != NoSpellIndex)
            {
                Gui::SharedStateButton* nameButton = reinterpret_cast<Gui::SharedStateButton*>(it->mLeftWidget);

                // match model against line
                // if don't match, then major change has happened, so do a full update
                if (mModel->getItemCount() <= static_cast<unsigned>(spellIndex))
                {
                    fullUpdateRequired = true;
                    break;
                }

                // more checking for major change.
                const Spell& spell = mModel->getItem(spellIndex);
                if (nameButton->getCaption() != spell.mName)
                {
                    fullUpdateRequired = true;
                    break;
                }
                else
                {
                    maxSpellIndexFound = spellIndex;
                    Gui::SharedStateButton* costButton = reinterpret_cast<Gui::SharedStateButton*>(it->mRightWidget);
                    if ((costButton != NULL) && (costButton->getCaption() != spell.mCostColumn))
                    {
                        costButton->setCaption(spell.mCostColumn);
                    }
                }
            }
        }

        // special case, look for spells added to model that are beyond last updatable item
        SpellModel::ModelIndex topSpellIndex = mModel->getItemCount() - 1;
        if (fullUpdateRequired ||
            ((0 <= topSpellIndex) && (maxSpellIndexFound < topSpellIndex)))
        {
            update();
        }
    }
Exemplo n.º 2
0
    void SettingsWindow::updateControlsBox()
    {
        while (mControlsBox->getChildCount())
            MyGUI::Gui::getInstance().destroyWidget(mControlsBox->getChildAt(0));

        MWBase::Environment::get().getWindowManager()->removeStaticMessageBox();
        std::vector<int> actions;
        if(mKeyboardMode)
            actions = MWBase::Environment::get().getInputManager()->getActionKeySorting();
        else
            actions = MWBase::Environment::get().getInputManager()->getActionControllerSorting();

        const int h = 18;
        const int w = mControlsBox->getWidth() - 28;
        int curH = 0;
        for (std::vector<int>::const_iterator it = actions.begin(); it != actions.end(); ++it)
        {
            std::string desc = MWBase::Environment::get().getInputManager()->getActionDescription (*it);
            if (desc == "")
                continue;

            std::string binding;
            if(mKeyboardMode)
                binding = MWBase::Environment::get().getInputManager()->getActionKeyBindingName(*it);
            else
                binding = MWBase::Environment::get().getInputManager()->getActionControllerBindingName(*it);

            Gui::SharedStateButton* leftText = mControlsBox->createWidget<Gui::SharedStateButton>("SandTextButton", MyGUI::IntCoord(0,curH,w,h), MyGUI::Align::Default);
            leftText->setCaptionWithReplacing(desc);

            Gui::SharedStateButton* rightText = mControlsBox->createWidget<Gui::SharedStateButton>("SandTextButton", MyGUI::IntCoord(0,curH,w,h), MyGUI::Align::Default);
            rightText->setCaptionWithReplacing(binding);
            rightText->setTextAlign (MyGUI::Align::Right);
            rightText->setUserData(*it); // save the action id for callbacks
            rightText->eventMouseButtonClick += MyGUI::newDelegate(this, &SettingsWindow::onRebindAction);
            rightText->eventMouseWheel += MyGUI::newDelegate(this, &SettingsWindow::onInputTabMouseWheel);
            curH += h;

            Gui::ButtonGroup group;
            group.push_back(leftText);
            group.push_back(rightText);
            Gui::SharedStateButton::createButtonGroup(group);
        }

        // Canvas size must be expressed with VScroll disabled, otherwise MyGUI would expand the scroll area when the scrollbar is hidden
        mControlsBox->setVisibleVScroll(false);
        mControlsBox->setCanvasSize (mControlsBox->getWidth(), std::max(curH, mControlsBox->getHeight()));
        mControlsBox->setVisibleVScroll(true);
    }
Exemplo n.º 3
0
    void SpellView::update()
    {
        if (!mModel.get())
            return;

        mModel->update();

        int curType = -1;

        const int spellHeight = 18;

        mLines.clear();

        while (mScrollView->getChildCount())
            MyGUI::Gui::getInstance().destroyWidget(mScrollView->getChildAt(0));

        for (SpellModel::ModelIndex i = 0; i<int(mModel->getItemCount()); ++i)
        {
            const Spell& spell = mModel->getItem(i);
            if (curType != spell.mType)
            {
                if (spell.mType == Spell::Type_Power)
                    addGroup("#{sPowers}", "");
                else if (spell.mType == Spell::Type_Spell)
                    addGroup("#{sSpells}", "#{sCostChance}");
                else
                    addGroup("#{sMagicItem}", "#{sCostCharge}");
                curType = spell.mType;
            }

            const std::string skin = spell.mActive ? "SandTextButton" : "SpellTextUnequipped";

            Gui::SharedStateButton* t = mScrollView->createWidget<Gui::SharedStateButton>(skin,
                MyGUI::IntCoord(0, 0, 0, spellHeight), MyGUI::Align::Left | MyGUI::Align::Top);
            t->setCaption(spell.mName);
            t->setTextAlign(MyGUI::Align::Left);
            adjustSpellWidget(spell, i, t);

            if (!spell.mCostColumn.empty() && mShowCostColumn)
            {
                Gui::SharedStateButton* costChance = mScrollView->createWidget<Gui::SharedStateButton>(skin,
                    MyGUI::IntCoord(0, 0, 0, spellHeight), MyGUI::Align::Left | MyGUI::Align::Top);
                costChance->setCaption(spell.mCostColumn);
                costChance->setTextAlign(MyGUI::Align::Right);
                adjustSpellWidget(spell, i, costChance);

                Gui::ButtonGroup group;
                group.push_back(t);
                group.push_back(costChance);
                Gui::SharedStateButton::createButtonGroup(group);

                mLines.push_back(LineInfo(t, costChance, i));
            }
            else
                mLines.push_back(LineInfo(t, (MyGUI::Widget*)NULL, i));

            t->setStateSelected(spell.mSelected);
        }

        layoutWidgets();
    }