本文整理汇总了C++中WindowManager::getGameSettingString方法的典型用法代码示例。如果您正苦于以下问题:C++ WindowManager::getGameSettingString方法的具体用法?C++ WindowManager::getGameSettingString怎么用?C++ WindowManager::getGameSettingString使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类WindowManager
的用法示例。
在下文中一共展示了WindowManager::getGameSettingString方法的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: addSkills
void StatsWindow::addSkills(const SkillList &skills, const std::string &titleId, const std::string &titleDefault, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2)
{
WindowManager *wm = environment.mWindowManager;
// Add a line separator if there are items above
if (!skillWidgets.empty())
{
addSeparator(coord1, coord2);
}
addGroup(wm->getGameSettingString(titleId, titleDefault), coord1, coord2);
SkillList::const_iterator end = skills.end();
for (SkillList::const_iterator it = skills.begin(); it != end; ++it)
{
int skillId = *it;
if (skillId < 0 || skillId > ESM::Skill::Length) // Skip unknown skill indexes
continue;
assert(skillId >= 0 && skillId < ESM::Skill::Length);
const std::string &skillNameId = ESMS::Skill::sSkillNameIds[skillId];
const MWMechanics::Stat<float> &stat = skillValues.find(skillId)->second;
float base = stat.getBase();
float modified = stat.getModified();
ColorStyle style = CS_Normal;
if (modified > base)
style = CS_Super;
else if (modified < base)
style = CS_Sub;
MyGUI::StaticTextPtr widget = addValueItem(wm->getGameSettingString(skillNameId, skillNameId), boost::lexical_cast<std::string>(static_cast<int>(modified)), style, coord1, coord2);
skillWidgetMap[skillId] = widget;
}
}
示例2: WindowBase
SelectSpecializationDialog::SelectSpecializationDialog(MWWorld::Environment& environment, MyGUI::IntSize gameWindowSize)
: WindowBase("openmw_chargen_select_specialization_layout.xml", environment)
{
// Centre dialog
center();
WindowManager *wm = environment.mWindowManager;
setText("LabelT", wm->getGameSettingString("sSpecializationMenu1", ""));
getWidget(specialization0, "Specialization0");
getWidget(specialization1, "Specialization1");
getWidget(specialization2, "Specialization2");
specialization0->setCaption(wm->getGameSettingString(ESM::Class::gmstSpecializationIds[ESM::Class::Combat], ""));
specialization0->eventMouseButtonClick = MyGUI::newDelegate(this, &SelectSpecializationDialog::onSpecializationClicked);
specialization1->setCaption(wm->getGameSettingString(ESM::Class::gmstSpecializationIds[ESM::Class::Magic], ""));
specialization1->eventMouseButtonClick = MyGUI::newDelegate(this, &SelectSpecializationDialog::onSpecializationClicked);
specialization2->setCaption(wm->getGameSettingString(ESM::Class::gmstSpecializationIds[ESM::Class::Stealth], ""));
specialization2->eventMouseButtonClick = MyGUI::newDelegate(this, &SelectSpecializationDialog::onSpecializationClicked);
specializationId = ESM::Class::Combat;
// TODO: These buttons should be managed by a Dialog class
MyGUI::ButtonPtr cancelButton;
getWidget(cancelButton, "CancelButton");
cancelButton->setCaption(wm->getGameSettingString("sCancel", ""));
cancelButton->eventMouseButtonClick = MyGUI::newDelegate(this, &SelectSpecializationDialog::onCancelClicked);
}
示例3: InfoBoxDialog
ClassChoiceDialog::ClassChoiceDialog(MWWorld::Environment& environment)
: InfoBoxDialog(environment)
{
WindowManager *mw = environment.mWindowManager;
setText("");
ButtonList buttons;
buttons.push_back(mw->getGameSettingString("sClassChoiceMenu1", ""));
buttons.push_back(mw->getGameSettingString("sClassChoiceMenu2", ""));
buttons.push_back(mw->getGameSettingString("sClassChoiceMenu3", ""));
buttons.push_back(mw->getGameSettingString("sBack", ""));
setButtons(buttons);
}
示例4: updateStats
void PickClassDialog::updateStats()
{
if (currentClassId.empty())
return;
WindowManager *wm = environment.mWindowManager;
ESMS::ESMStore &store = environment.mWorld->getStore();
const ESM::Class *klass = store.classes.search(currentClassId);
if (!klass)
return;
ESM::Class::Specialization specialization = static_cast<ESM::Class::Specialization>(klass->data.specialization);
static const char *specIds[3] = {
"sSpecializationCombat",
"sSpecializationMagic",
"sSpecializationStealth"
};
specializationName->setCaption(wm->getGameSettingString(specIds[specialization], specIds[specialization]));
favoriteAttribute[0]->setAttributeId(klass->data.attribute[0]);
favoriteAttribute[1]->setAttributeId(klass->data.attribute[1]);
for (int i = 0; i < 5; ++i)
{
majorSkill[i]->setSkillNumber(klass->data.skills[i][0]);
minorSkill[i]->setSkillNumber(klass->data.skills[i][1]);
}
classImage->setImageTexture(std::string("textures\\levelup\\") + currentClassId + ".dds");
}
示例5: updateSkillArea
void StatsWindow::updateSkillArea()
{
for (std::vector<MyGUI::WidgetPtr>::iterator it = skillWidgets.begin(); it != skillWidgets.end(); ++it)
{
MyGUI::Gui::getInstance().destroyWidget(*it);
}
skillWidgets.clear();
const int valueSize = 40;
MyGUI::IntCoord coord1(10, 0, skillClientWidget->getWidth() - (10 + valueSize), 18);
MyGUI::IntCoord coord2(coord1.left + coord1.width, coord1.top, valueSize, coord1.height);
if (!majorSkills.empty())
addSkills(majorSkills, "sSkillClassMajor", "Major Skills", coord1, coord2);
if (!minorSkills.empty())
addSkills(minorSkills, "sSkillClassMinor", "Minor Skills", coord1, coord2);
if (!miscSkills.empty())
addSkills(miscSkills, "sSkillClassMisc", "Misc Skills", coord1, coord2);
WindowManager *wm = environment.mWindowManager;
ESMS::ESMStore &store = environment.mWorld->getStore();
if (!factions.empty())
{
// Add a line separator if there are items above
if (!skillWidgets.empty())
addSeparator(coord1, coord2);
addGroup(wm->getGameSettingString("sFaction", "Faction"), coord1, coord2);
FactionList::const_iterator end = factions.end();
for (FactionList::const_iterator it = factions.begin(); it != end; ++it)
{
const ESM::Faction *faction = store.factions.find(it->first);
addItem(faction->name, coord1, coord2);
// TODO: Faction rank should be placed in tooltip
}
}
if (!birthSignId.empty())
{
// Add a line separator if there are items above
if (!skillWidgets.empty())
addSeparator(coord1, coord2);
addGroup(wm->getGameSettingString("sSign", "Sign"), coord1, coord2);
const ESM::BirthSign *sign = store.birthSigns.find(birthSignId);
addItem(sign->name, coord1, coord2);
}
// Add a line separator if there are items above
if (!skillWidgets.empty())
addSeparator(coord1, coord2);
addValueItem(wm->getGameSettingString("sReputation", "Reputation"), boost::lexical_cast<std::string>(static_cast<int>(reputation)), CS_Normal, coord1, coord2);
addValueItem(wm->getGameSettingString("sBounty", "Bounty"), boost::lexical_cast<std::string>(static_cast<int>(bounty)), CS_Normal, coord1, coord2);
clientHeight = coord1.top;
updateScroller();
}
示例6: WindowBase
ReviewDialog::ReviewDialog(MWWorld::Environment& environment)
: WindowBase("openmw_chargen_review_layout.xml", environment)
, lastPos(0)
{
// Centre dialog
center();
WindowManager *wm = environment.mWindowManager;
// Setup static stats
ButtonPtr button;
getWidget(nameWidget, "NameText");
getWidget(button, "NameButton");
button->setCaption(wm->getGameSettingString("sName", ""));
button->eventMouseButtonClick = MyGUI::newDelegate(this, &ReviewDialog::onNameClicked);;
getWidget(raceWidget, "RaceText");
getWidget(button, "RaceButton");
button->setCaption(wm->getGameSettingString("sRace", ""));
button->eventMouseButtonClick = MyGUI::newDelegate(this, &ReviewDialog::onRaceClicked);;
getWidget(classWidget, "ClassText");
getWidget(button, "ClassButton");
button->setCaption(wm->getGameSettingString("sClass", ""));
button->eventMouseButtonClick = MyGUI::newDelegate(this, &ReviewDialog::onClassClicked);;
getWidget(birthSignWidget, "SignText");
getWidget(button, "SignButton");
button->setCaption(wm->getGameSettingString("sBirthSign", ""));
button->eventMouseButtonClick = MyGUI::newDelegate(this, &ReviewDialog::onBirthSignClicked);;
// Setup dynamic stats
getWidget(health, "Health");
health->setTitle(wm->getGameSettingString("sHealth", ""));
health->setValue(45, 45);
getWidget(magicka, "Magicka");
magicka->setTitle(wm->getGameSettingString("sMagic", ""));
magicka->setValue(50, 50);
getWidget(fatigue, "Fatigue");
fatigue->setTitle(wm->getGameSettingString("sFatigue", ""));
fatigue->setValue(160, 160);
// Setup attributes
MWAttributePtr attribute;
for (int idx = 0; idx < ESM::Attribute::Length; ++idx)
{
getWidget(attribute, std::string("Attribute") + boost::lexical_cast<std::string>(idx));
attributeWidgets.insert(std::make_pair(static_cast<int>(ESM::Attribute::attributeIds[idx]), attribute));
attribute->setWindowManager(wm);
attribute->setAttributeId(ESM::Attribute::attributeIds[idx]);
attribute->setAttributeValue(MWAttribute::AttributeValue(0, 0));
}
// Setup skills
getWidget(skillAreaWidget, "Skills");
getWidget(skillClientWidget, "SkillClient");
getWidget(skillScrollerWidget, "SkillScroller");
skillScrollerWidget->eventScrollChangePosition = MyGUI::newDelegate(this, &ReviewDialog::onScrollChangePosition);
updateScroller();
for (int i = 0; i < ESM::Skill::Length; ++i)
{
skillValues.insert(std::pair<int, MWMechanics::Stat<float> >(i, MWMechanics::Stat<float>()));
skillWidgetMap.insert(std::pair<int, MyGUI::StaticTextPtr>(i, nullptr));
}
static_cast<MyGUI::WindowPtr>(mMainWidget)->eventWindowChangeCoord = MyGUI::newDelegate(this, &ReviewDialog::onWindowResize);
// TODO: These buttons should be managed by a Dialog class
MyGUI::ButtonPtr backButton;
getWidget(backButton, "BackButton");
backButton->eventMouseButtonClick = MyGUI::newDelegate(this, &ReviewDialog::onBackClicked);
MyGUI::ButtonPtr okButton;
getWidget(okButton, "OKButton");
okButton->eventMouseButtonClick = MyGUI::newDelegate(this, &ReviewDialog::onOkClicked);
}