/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Damian 'Mozork' Frick * Co-authors: * ... * */ /** @file @brief Definition of the QuestGIU class. */ #ifndef _QuestGUI_H__ #define _QuestGUI_H__ #include "questsystem/QuestsystemPrereqs.h" #include #include #include #include #include "core/OrxonoxClass.h" namespace orxonox { /** @brief Handles the GUI for the Questsystem. @author Damian 'Mozork' Frick */ class _QuestsystemExport QuestGUI : public OrxonoxClass { public: QuestGUI(PlayerInfo* player); virtual ~QuestGUI(); void update(void); //!< Update the GUI. CEGUI::Window* getGUI(void); //!< Get the root CEGUI Window of the GUI. CEGUI::Window* getWindow(void); //!< Get a CEGUI Window to use. void giveWindow(CEGUI::Window* window); //!< Return a no longer needed CEGUI Window for reuse. static QuestGUINode* findNode(CEGUI::Window* window); //!< Finde the QuestGUINode belonging to the input CEGUI Window. /** @brief Retreive the CEGUI WindowManager. @return Returns the CEGUI WindoWManager. */ inline CEGUI::WindowManager* getWindowManager(void) { return this->windowManager_; } /** @brief Retrieve the root window. @return Returns the root window. */ inline CEGUI::Window* getRootWindow(void) { return this->rootWindow_; } /** @brief Retreive the player. @return Returns the player. */ inline PlayerInfo* getPlayer(void) { return this->player_; } private: 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. void clear(void); //!< Clear the QuestGUI. QuestGUINode* root_; //!< An empty QuestGUINode being the parent of all otherwise parent-less nodes. CEGUI::WindowManager* windowManager_; //!< The CEGUI WindowManager. CEGUI::Window* rootWindow_; //!< The root CEGUI Window of the GUI. PlayerInfo* player_; //!< The player that owns the GUI. std::map nodes_; //!< A list of all QuestGUINodes, ordered by their respective CEGUI Windows. std::list windows_; //!< A list of windows to be used. }; } #endif /* _QuestGUI_H__ */