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Functions | Variables
GUIWindow.cpp File Reference
#include "GUI/GUIWindow.h"
#include <cstdlib>
#include <string>
#include <sstream>
#include <utility>
#include <list>
#include <memory>
#include <vector>
#include "Engine/Engine.h"
#include "Engine/EngineGlobals.h"
#include "Engine/AssetsManager.h"
#include "Engine/EngineCallObserver.h"
#include "Engine/Objects/Decoration.h"
#include "Engine/Graphics/Renderer/Renderer.h"
#include "Engine/Graphics/Viewport.h"
#include "Engine/Graphics/Image.h"
#include "Engine/Localization.h"
#include "Engine/Random/Random.h"
#include "Engine/Objects/Actor.h"
#include "Engine/Objects/CharacterEnums.h"
#include "Engine/Objects/CharacterEnumFunctions.h"
#include "Engine/OurMath.h"
#include "Engine/Party.h"
#include "Engine/PriceCalculator.h"
#include "Engine/EngineIocContainer.h"
#include "Engine/Tables/AwardTable.h"
#include "Engine/Tables/IconFrameTable.h"
#include "Engine/Time/Timer.h"
#include "Engine/MapInfo.h"
#include "GUI/GUIButton.h"
#include "GUI/GUIFont.h"
#include "GUI/GUIMessageQueue.h"
#include "GUI/UI/UICharacter.h"
#include "GUI/UI/UIGame.h"
#include "GUI/UI/UIHouses.h"
#include "GUI/UI/UIPopup.h"
#include "GUI/UI/UIDialogue.h"
#include "Io/InputAction.h"
#include "Io/KeyboardInputHandler.h"
#include "Io/Mouse.h"
#include "Media/Audio/AudioPlayer.h"
#include "Media/MediaPlayer.h"
#include "Library/Serialization/EnumSerialization.h"
#include "Library/Logger/Logger.h"

Functions

void SetCurrentMenuID (MenuType uMenu)
 
MenuType GetCurrentMenuID ()
 
bool PauseGameDrawing ()
 
GUIButtonGUI_HandleHotkey (PlatformKey hotkey)
 
std::string MakeDateTimeString (Duration time)
 
void DialogueEnding ()
 
void GUI_UpdateWindows ()
 
void SetUserInterface (PartyAlignment align)
 
void DrawBuff_remaining_time_string (int uY, GUIWindow *window, Duration remaining_time, GUIFont *Font)
 
bool isHoldingMouseRightButton ()
 
Color GetSkillColor (CharacterClass uPlayerClass, CharacterSkillType uPlayerSkillType, CharacterSkillMastery skill_mastery)
 
std::string BuildDialogueString (std::string_view str, int uPlayerID, NPCData *npc, ItemGen *item, HouseId houseId, ShopScreen shop_screen, Time *a6)
 
void MainMenuUI_LoadFontsAndSomeStuff ()
 
static void LoadPartyBuffIcons ()
 
void UI_Create ()
 
std::string NameAndTitle (std::string_view name, std::string_view title)
 
std::string NameAndTitle (std::string_view name, CharacterClass class_type)
 
std::string NameAndTitle (std::string_view name, NpcProfession profession)
 
std::string NameAndTitle (NPCData *npc)
 
std::string GetDisplayName (Actor *actor)
 

Variables

std::array< int, 4 > pHealthBarPos
 
std::array< int, 4 > pManaBarPos
 
const int pHealthManaBarYPos
 
GUIWindowpPrimaryWindow
 
GUIWindowpGUIWindow_CurrentMenu
 
GUIWindow_ChestpGUIWindow_CurrentChest
 
GUIWindowpDialogueWindow
 
GUIWindow_Housewindow_SpeakInHouse
 
GUIWindow_MessageScrollpGUIWindow_ScrollWindow
 
GUIWindowptr_507BC8
 
TargetedSpellUIpGUIWindow_CastTargetedSpell
 
GUIWindow_GameOverpGameOverWindow
 
GUIWindow_BranchlessDialoguepGUIWindow_BranchlessDialogue
 
enum WindowType current_character_screen_window = WINDOW_CharacterWindow_Stats
 
std::list< GUIWindow * > lWindowList
 
MenuType sCurrentMenuID
 
ScreenType current_screen_type = SCREEN_VIDEO
 
ScreenType prev_screen_type
 
GraphicsImageui_exit_cancel_button_background = nullptr
 
GraphicsImagegame_ui_right_panel_frame = nullptr
 
GraphicsImagedialogue_ui_x_ok_u = nullptr
 
GraphicsImagedialogue_ui_x_x_u = nullptr
 
GraphicsImageui_buttdesc2 = nullptr
 
GraphicsImageui_buttyes2 = nullptr
 
GraphicsImageui_btn_npc_right = nullptr
 
GraphicsImageui_btn_npc_left = nullptr
 
GraphicsImageui_ar_dn_dn = nullptr
 
GraphicsImageui_ar_dn_up = nullptr
 
GraphicsImageui_ar_up_dn = nullptr
 
GraphicsImageui_ar_up_up = nullptr
 
GraphicsImageui_leather_mm6 = nullptr
 
GraphicsImageui_leather_mm7 = nullptr
 
std::array< int, 28 > possibleAddressingAwardBits
 
constinit const IndexedArray< Color, CHARACTER_BUFF_FIRST, CHARACTER_BUFF_LASTui_game_character_record_playerbuff_colors
 
WindowManager windowManager
 

Function Documentation

◆ BuildDialogueString()

std::string BuildDialogueString ( std::string_view  str,
int  uPlayerID,
NPCData npc,
ItemGen item = nullptr,
HouseId  houseId = HOUSE_INVALID,
ShopScreen  shop_screen = SHOP_SCREEN_INVALID,
Time a6 = nullptr 
)
Original binary offset:
0x495461

◆ DialogueEnding()

void DialogueEnding ( )

◆ DrawBuff_remaining_time_string()

void DrawBuff_remaining_time_string ( int  uY,
GUIWindow window,
Duration  remaining_time,
GUIFont Font 
)

◆ GetCurrentMenuID()

MenuType GetCurrentMenuID ( )

◆ GetDisplayName()

std::string GetDisplayName ( Actor actor)

◆ GetSkillColor()

Color GetSkillColor ( CharacterClass  uPlayerClass,
CharacterSkillType  uPlayerSkillType,
CharacterSkillMastery  skill_mastery 
)
Original binary offset:
0x417AD4

◆ GUI_HandleHotkey()

GUIButton * GUI_HandleHotkey ( PlatformKey  hotkey)

◆ GUI_UpdateWindows()

void GUI_UpdateWindows ( )

◆ isHoldingMouseRightButton()

bool isHoldingMouseRightButton ( )
Original binary offset:
0x4637E0

◆ LoadPartyBuffIcons()

static void LoadPartyBuffIcons ( )
static

◆ MainMenuUI_LoadFontsAndSomeStuff()

void MainMenuUI_LoadFontsAndSomeStuff ( )

◆ MakeDateTimeString()

std::string MakeDateTimeString ( Duration  time)

◆ NameAndTitle() [1/4]

std::string NameAndTitle ( NPCData npc)

◆ NameAndTitle() [2/4]

std::string NameAndTitle ( std::string_view  name,
CharacterClass  class_type 
)

◆ NameAndTitle() [3/4]

std::string NameAndTitle ( std::string_view  name,
NpcProfession  profession 
)

◆ NameAndTitle() [4/4]

std::string NameAndTitle ( std::string_view  name,
std::string_view  title 
)

◆ PauseGameDrawing()

bool PauseGameDrawing ( )

◆ SetCurrentMenuID()

void SetCurrentMenuID ( MenuType  uMenu)

◆ SetUserInterface()

void SetUserInterface ( PartyAlignment  align)

◆ UI_Create()

void UI_Create ( )

Variable Documentation

◆ current_character_screen_window

enum WindowType current_character_screen_window = WINDOW_CharacterWindow_Stats

◆ current_screen_type

ScreenType current_screen_type = SCREEN_VIDEO

◆ dialogue_ui_x_ok_u

GraphicsImage* dialogue_ui_x_ok_u = nullptr

◆ dialogue_ui_x_x_u

GraphicsImage* dialogue_ui_x_x_u = nullptr

◆ game_ui_right_panel_frame

GraphicsImage* game_ui_right_panel_frame = nullptr

◆ lWindowList

std::list<GUIWindow*> lWindowList

◆ pDialogueWindow

GUIWindow* pDialogueWindow

◆ pGameOverWindow

GUIWindow_GameOver* pGameOverWindow

◆ pGUIWindow_BranchlessDialogue

GUIWindow_BranchlessDialogue* pGUIWindow_BranchlessDialogue

◆ pGUIWindow_CastTargetedSpell

TargetedSpellUI* pGUIWindow_CastTargetedSpell

◆ pGUIWindow_CurrentChest

GUIWindow_Chest* pGUIWindow_CurrentChest

◆ pGUIWindow_CurrentMenu

GUIWindow* pGUIWindow_CurrentMenu

◆ pGUIWindow_ScrollWindow

GUIWindow_MessageScroll* pGUIWindow_ScrollWindow

◆ pHealthBarPos

std::array<int, 4> pHealthBarPos
extern

◆ pHealthManaBarYPos

const int pHealthManaBarYPos
extern

◆ pManaBarPos

std::array<int, 4> pManaBarPos
extern

◆ possibleAddressingAwardBits

std::array<int, 28> possibleAddressingAwardBits
Initial value:
= {{1, 2, 3, 4, 5, 7, 32, 33, 36, 37,
38, 40, 41, 42, 43, 45, 46, 47, 48, 49,
50, 51, 52, 53, 54, 55, 56, 60}}

◆ pPrimaryWindow

GUIWindow* pPrimaryWindow

◆ prev_screen_type

ScreenType prev_screen_type

◆ ptr_507BC8

GUIWindow* ptr_507BC8

◆ sCurrentMenuID

MenuType sCurrentMenuID

◆ ui_ar_dn_dn

GraphicsImage* ui_ar_dn_dn = nullptr

◆ ui_ar_dn_up

GraphicsImage* ui_ar_dn_up = nullptr

◆ ui_ar_up_dn

GraphicsImage* ui_ar_up_dn = nullptr

◆ ui_ar_up_up

GraphicsImage* ui_ar_up_up = nullptr

◆ ui_btn_npc_left

GraphicsImage* ui_btn_npc_left = nullptr

◆ ui_btn_npc_right

GraphicsImage* ui_btn_npc_right = nullptr

◆ ui_buttdesc2

GraphicsImage* ui_buttdesc2 = nullptr

◆ ui_buttyes2

GraphicsImage* ui_buttyes2 = nullptr

◆ ui_exit_cancel_button_background

GraphicsImage* ui_exit_cancel_button_background = nullptr

◆ ui_game_character_record_playerbuff_colors

constinit const IndexedArray<Color, CHARACTER_BUFF_FIRST, CHARACTER_BUFF_LAST> ui_game_character_record_playerbuff_colors
Initial value:
= {
}
@ CHARACTER_BUFF_RESIST_BODY
@ CHARACTER_BUFF_RESIST_WATER
@ CHARACTER_BUFF_HAMMERHANDS
@ CHARACTER_BUFF_PERSONALITY
@ CHARACTER_BUFF_RESIST_MIND
@ CHARACTER_BUFF_RESIST_FIRE
@ CHARACTER_BUFF_RESIST_AIR
@ CHARACTER_BUFF_PRESERVATION
@ CHARACTER_BUFF_REGENERATION
@ CHARACTER_BUFF_INTELLIGENCE
@ CHARACTER_BUFF_PAIN_REFLECTION
@ CHARACTER_BUFF_WATER_WALK
@ CHARACTER_BUFF_STONESKIN
@ CHARACTER_BUFF_ENDURANCE
@ CHARACTER_BUFF_RESIST_EARTH
constexpr ColorTable colorTable
Definition: ColorTable.h:80
const Color Gray
Definition: ColorTable.h:21
const Color DarkOrange
Definition: ColorTable.h:23
const Color PurplePink
Definition: ColorTable.h:34
const Color AzureRadiance
Definition: ColorTable.h:14
const Color PaleCanary
Definition: ColorTable.h:32
const Color MoonRaker
Definition: ColorTable.h:30
const Color FlushOrange
Definition: ColorTable.h:26
const Color Anakiwa
Definition: ColorTable.h:12
const Color Mercury
Definition: ColorTable.h:31

◆ ui_leather_mm6

GraphicsImage* ui_leather_mm6 = nullptr

◆ ui_leather_mm7

GraphicsImage* ui_leather_mm7 = nullptr

◆ window_SpeakInHouse

GUIWindow_House* window_SpeakInHouse

◆ windowManager

WindowManager windowManager