| 1 | /* | 
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| 2 | *   ORXONOX - the hottest 3D action shooter ever to exist | 
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| 3 | *                    > www.orxonox.net < | 
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| 4 | * | 
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| 5 | * | 
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| 6 | *   License notice: | 
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| 7 | * | 
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| 8 | *   This program is free software; you can redistribute it and/or | 
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| 9 | *   modify it under the terms of the GNU General Public License | 
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| 10 | *   as published by the Free Software Foundation; either version 2 | 
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| 11 | *   of the License, or (at your option) any later version. | 
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| 12 | * | 
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| 13 | *   This program is distributed in the hope that it will be useful, | 
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| 14 | *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 15 | *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 16 | *   GNU General Public License for more details. | 
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| 17 | * | 
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| 18 | *   You should have received a copy of the GNU General Public License | 
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| 19 | *   along with this program; if not, write to the Free Software | 
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| 20 | *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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| 21 | * | 
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| 22 | *   Author: | 
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| 23 | *      Damian 'Mozork' Frick | 
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| 24 | *   Co-authors: | 
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| 25 | *      ... | 
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| 26 | * | 
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| 27 | */ | 
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| 28 |  | 
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| 29 | /** | 
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| 30 | @file | 
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| 31 | @brief Definition of the QuestGIU class. | 
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| 32 | */ | 
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| 33 |  | 
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| 34 | #ifndef _QuestGUI_H__ | 
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| 35 | #define _QuestGUI_H__ | 
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| 36 |  | 
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| 37 | #include "questsystem/QuestsystemPrereqs.h" | 
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| 38 |  | 
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| 39 | #include <list> | 
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| 40 | #include <map> | 
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| 41 | #include <string> | 
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| 42 | #include <CEGUIForwardRefs.h> | 
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| 43 |  | 
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| 44 | #include "core/OrxonoxClass.h" | 
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| 45 |  | 
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| 46 | namespace orxonox { | 
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| 47 |  | 
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| 48 | /** | 
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| 49 | @brief | 
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| 50 | Handles the GUI for the Questsystem. | 
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| 51 | @author | 
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| 52 | Damian 'Mozork' Frick | 
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| 53 | */ | 
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| 54 | class _QuestsystemExport QuestGUI : public OrxonoxClass | 
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| 55 | { | 
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| 56 |  | 
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| 57 | public: | 
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| 58 |  | 
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| 59 | QuestGUI(PlayerInfo* player); | 
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| 60 | virtual ~QuestGUI(); | 
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| 61 |  | 
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| 62 | void update(void); //!< Update the GUI. | 
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| 63 | CEGUI::Window* getGUI(void); //!< Get the root CEGUI Window of the GUI. | 
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| 64 |  | 
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| 65 | CEGUI::Window* getWindow(void); //!< Get a CEGUI Window to use. | 
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| 66 | void giveWindow(CEGUI::Window* window); //!< Return a no longer needed CEGUI Window for reuse. | 
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| 67 |  | 
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| 68 | static QuestGUINode* findNode(CEGUI::Window* window); //!< Finde the QuestGUINode belonging to the input CEGUI Window. | 
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| 69 |  | 
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| 70 | /** | 
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| 71 | @brief Retreive the CEGUI WindowManager. | 
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| 72 | @return Returns the CEGUI WindoWManager. | 
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| 73 | */ | 
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| 74 | inline CEGUI::WindowManager* getWindowManager(void) | 
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| 75 | { return this->windowManager_; } | 
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| 76 | /** | 
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| 77 | @brief Retrieve the root window. | 
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| 78 | @return Returns the root window. | 
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| 79 | */ | 
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| 80 | inline CEGUI::Window* getRootWindow(void) | 
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| 81 | { return this->rootWindow_; } | 
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| 82 | /** | 
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| 83 | @brief Retreive the player. | 
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| 84 | @return Returns the player. | 
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| 85 | */ | 
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| 86 | inline PlayerInfo* getPlayer(void) | 
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| 87 | { return this->player_; } | 
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| 88 |  | 
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| 89 | private: | 
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| 90 |  | 
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| 91 | int createNode(QuestGUINode* parent, QuestItem* item, int depth, int index); //!< Recursive method to create Nodes for all Quests an Hints the given Quest is a parent to. | 
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| 92 |  | 
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| 93 | void clear(void); //!< Clear the QuestGUI. | 
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| 94 |  | 
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| 95 | QuestGUINode* root_; //!< An empty QuestGUINode being the parent of all otherwise parent-less nodes. | 
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| 96 |  | 
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| 97 | CEGUI::WindowManager* windowManager_; //!< The CEGUI WindowManager. | 
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| 98 | CEGUI::Window* rootWindow_; //!< The root CEGUI Window of the GUI. | 
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| 99 | PlayerInfo* player_; //!< The player that owns the GUI. | 
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| 100 |  | 
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| 101 | std::map<CEGUI::Window*, QuestGUINode*> nodes_; //!< A list of all QuestGUINodes, ordered by their respective CEGUI Windows. | 
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| 102 | std::list<CEGUI::Window*> windows_; //!< A list of windows to be used. | 
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| 103 |  | 
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| 104 | }; | 
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| 105 |  | 
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| 106 | } | 
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| 107 |  | 
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| 108 | #endif /* _QuestGUI_H__ */ | 
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| 109 |  | 
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