colobot/src/ui/maindialog.h

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/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsiteс.ch; http://colobot.info; http://github.com/colobot
*
* 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 3 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, see http://gnu.org/licenses
*/
#pragma once
#include "app/pausemanager.h"
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#include "graphics/core/color.h"
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#include "object/level_category.h"
#include "object/robotmain.h"
#include <vector>
class CEventQueue;
class CSettings;
class CSoundInterface;
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namespace Gfx
{
class CEngine;
class CParticle;
}
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namespace Ui
{
class CInterface;
class CWindow;
class CControl;
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class CScreen;
class CScreenApperance;
class CScreenIORead;
class CScreenIOWrite;
class CScreenLevelList;
class CScreenLoading;
class CScreenMainMenu;
class CScreenPlayerSelect;
class CScreenQuit;
class CScreenSetup;
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class CScreenSetupControls;
class CScreenSetupDisplay;
class CScreenSetupGame;
class CScreenSetupGraphics;
class CScreenSetupSound;
class CScreenWelcome;
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class CMainDialog
{
public:
CMainDialog();
~CMainDialog();
void Create();
bool EventProcess(const Event &event);
void ChangePhase(Phase phase);
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bool GetSceneSoluce();
void StartAbort();
void StartDeleteObject();
void StartDeleteGame(char *gamer);
void StartQuit();
void StartDialog(Math::Point dim, bool bFire, bool bOK, bool bCancel);
void FrameDialog(float rTime);
void StopDialog();
bool IsDialog();
void UpdateChapterPassed();
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void NextMission();
bool GetGamerOnlyHead();
float GetPersoAngle();
void AllMissionUpdate();
void ShowSoluceUpdate();
void UpdateCustomLevelList();
std::string GetCustomLevelName(int id);
const std::vector<std::string>& GetCustomLevelList();
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void MakeSaveScreenshot(const std::string& name);
protected:
void GlintMove();
void FrameParticle(float rTime);
void NiceParticle(Math::Point mouse, bool bPress);
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CScreenSetup* GetSetupScreen(Phase phase);
protected:
CApplication* m_app;
CRobotMain* m_main;
CEventQueue* m_eventQueue;
Gfx::CEngine* m_engine;
CInterface* m_interface;
Gfx::CParticle* m_particle;
Gfx::CCamera* m_camera;
CSoundInterface* m_sound;
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CPauseManager* m_pause;
CSettings* m_settings;
CScreen* m_currentScreen;
std::unique_ptr<CScreenApperance> m_screenAppearance;
std::unique_ptr<CScreenIORead> m_screenIORead;
std::unique_ptr<CScreenIOWrite> m_screenIOWrite;
std::unique_ptr<CScreenLevelList> m_screenLevelList;
std::unique_ptr<CScreenLoading> m_screenLoading;
std::unique_ptr<CScreenMainMenu> m_screenMainMenu;
std::unique_ptr<CScreenPlayerSelect> m_screenPlayerSelect;
std::unique_ptr<CScreenQuit> m_screenQuit;
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std::unique_ptr<CScreenSetupControls> m_screenSetupControls;
std::unique_ptr<CScreenSetupDisplay> m_screenSetupDisplay;
std::unique_ptr<CScreenSetupGame> m_screenSetupGame;
std::unique_ptr<CScreenSetupGraphics> m_screenSetupGraphics;
std::unique_ptr<CScreenSetupSound> m_screenSetupSound;
std::unique_ptr<CScreenWelcome> m_screenWelcome;
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Phase m_phase; // copy of CRobotMain
int m_shotDelay; // number of frames before copy
std::string m_shotName; // generate a file name
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Math::Point m_glintMouse;
float m_glintTime;
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bool m_bDialog; // this dialogue?
bool m_bDialogFire; // setting on fire?
bool m_bDialogDelete;
Math::Point m_dialogPos;
Math::Point m_dialogDim;
float m_dialogParti;
float m_dialogTime;
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int m_partiPhase[10];
float m_partiTime[10];
Math::Point m_partiPos[10];
};
} // namespace Ui