85 x = x + (
_button->getWidth () -
_text->getWidth ()) / 2.0f;
86 y = y + (
_button->getHeight() -
_text->getHeight()) / 2.0f;
88 _text->setPosition(x, y, z - 1.0f);
125 _module(&module), _charType(&charType) {
141 if (tag ==
"ModuleListBox")
143 else if (tag ==
"ModDescEditBox")
148 if (widget.
getTag() ==
"TitleBar") {
155 status(
"Creating module list");
167 for (std::vector<Common::UString>::iterator m =
_modules.begin(); m !=
_modules.end(); ++m)
177 if (widget.
getTag() ==
"CancelButton") {
182 if (widget.
getTag() ==
"LoadButton") {
187 if (widget.
getTag() ==
"ModuleListBox") {
190 if (dynamic_cast<WidgetListBox &>(widget).wasDblClicked())
207 if (description.
empty())
208 description =
TalkMan.getString(67741);
#define TalkMan
Shortcut for accessing the talk manager.
uint32 _returnCode
The GUI's return code.
A class holding an UTF-8 string.
WidgetListBox * getListBox(const Common::UString &tag, bool vital=false)
void reset(PointerType o=0)
Resets the pointer with the new value.
float split(const Common::UString &line, std::vector< Common::UString > &lines, float maxWidth=0.0f, float maxHeight=0.0f, bool trim=true) const
const Common::UString & getDescription() const
Return the object's description.
The new premium module menu.
void exceptionDispatcherWarning(const char *s,...)
Exception dispatcher that prints the exception as a warning, and adds another reason on top...
The context needed to run a Neverwinter Nights module.
static void getPremiumModules(std::vector< Common::UString > &modules)
Return a list of all premium modules.
void load(const Common::UString &module)
Load a module.
virtual void show()
Show the GUI.
Utility templates and functions.
uint32 sub(GUI &gui, uint32 startCode=kStartCodeNone, bool showSelf=true, bool hideSelf=true)
Open up a sub GUI.
void load(const Common::UString &resref)
bool empty() const
Is the string empty?
const float kHAlignCenter
The global talk manager for Aurora strings.
void status(const char *s,...)
Graphics::Aurora::Model * loadModelGUI(const Common::UString &resref)
The context handling the gameplay in Neverwinter Nights.
#define FontMan
Shortcut for accessing the font manager.
Generic Aurora engines model functions.