57#include <Bites/OgreWindowEventUtilities.h>
59#include <MyGUI_OgrePlatform.h>
60#include <MyGUI_UString.h>
61#include <OgreOverlay.h>
141 void ShowMessageBox(
const char* title,
const char* text,
bool allow_close =
true,
const char* btn1_text =
"OK",
const char* btn2_text =
nullptr);
177 void eventRequestTag(
const MyGUI::UString& _tag, MyGUI::UString& _result);
Central state/object manager and communications hub.
Race direction arrow and text info (using OGRE Overlay)
Diagnostic view for static terrain collisions and script event-boxes.
Flexbody and prop diagnostic.
Overlay showing chat/console messages on screen, with optional entry field.
In-game map widget Has 3 display modes (see SurveyMapMode), cycled using input SURVEY_MAP_TOGGLE_VIEW
void NewImGuiFrame(float dt)
MyGUI::OgrePlatform * m_mygui_platform
GUI::RepositorySelector RepositorySelector
bool IsGuiCaptureKeyboardRequested() const
GUI::TextureToolWindow TextureToolWindow
GUI::SimPerfStats SimPerfStats
@ HIDDEN
Hidden as inactive, will re-appear the moment user moves mouse.
@ VISIBLE
Visible, will be auto-hidden if not moving for a while.
@ SUPRESSED
Hidden manually, will not re-appear until explicitly set VISIBLE.
bool m_gui_kb_capture_queued
Resets and accumulates every frame.
void SetGuiHidden(bool visible)
void UpdateInputEvents(float dt)
Ogre::Timer m_last_mousemove_time
GUI::MultiplayerSelector MultiplayerSelector
void SetSceneManagerForGuiRendering(Ogre::SceneManager *scene_manager)
GUI::MainSelector MainSelector
GUI::GameSettings GameSettings
GUI::VehicleInfoTPanel VehicleInfoTPanel
void SetUpMenuWallpaper()
GUI::TopMenubar TopMenubar
void ApplyGuiCaptureKeyboard()
Call after rendered frame to apply queued value.
void UpdateMouseCursorVisibility()
void DrawSimGuiBuffered(GfxActor *player_gfx_actor)
Reads data from simbuffer.
bool m_is_cursor_supressed
True if cursor was manually hidden.
void ApplyUiPreset()
reads cvar 'ui_preset'
void ShowMessageBox(const char *title, const char *text, bool allow_close=true, const char *btn1_text="OK", const char *btn2_text=nullptr)
Ogre::Overlay * MenuWallpaper
GUI::FrictionSettings FrictionSettings
void DrawSimulationGui(float dt)
Touches live data; must be called in sync with sim. thread.
GUI::CollisionsDebug CollisionsDebug
void RequestGuiCaptureKeyboard(bool val)
Pass true during frame to prevent input passing to application.
GUI::LoadingWindow LoadingWindow
GUI::GameControls GameControls
GUI::MpClientList MpClientList
bool AreStaticMenusAllowed()
i.e. top menubar / vehicle UI buttons
GUI::GameMainMenu GameMainMenu
bool m_gui_kb_capture_requested
Effective value, persistent.
GUI::DirectionArrow DirectionArrow
void eventRequestTag(const MyGUI::UString &_tag, MyGUI::UString &_result)
void SetMouseCursorVisibility(MouseCursorVisibility visi)
GUI::NodeBeamUtils NodeBeamUtils
GUI::ConsoleWindow ConsoleWindow
GUI::MessageBoxDialog MessageBoxDialog
GUI::FlexbodyDebug FlexbodyDebug
void SupressCursor(bool do_supress)
CVar * ui_hide_gui
bool; The 'hide GUI' hotkey state
UiPresetEntry UiPresets[]
Global list of UI Presets, selectable via Settings menu in TopMenubar.
ImVec4 tip_panel_bg_color
ImVec4 semitransparent_window_bg
ImVec4 semitrans_text_bg_color
ImVec2 semitrans_text_bg_padding
ImVec4 in_progress_text_color
ImVec4 success_text_color
ImVec2 screen_edge_padding
ImVec4 color_mark_max_darkness
If all RGB components are darker than this, text is auto-lightened.
ImVec4 warning_text_color
ImVec4 value_blue_text_color
ImVec4 highlight_text_color
ImVec4 selected_entry_text_color
ImVec4 no_entries_text_color
ImVec4 value_red_text_color
std::string uip_values[(int) UiPreset::Count]