dev-ui
Piotr Dziwinski 2012-03-23 20:05:10 +01:00
commit 820966a98d
3 changed files with 49 additions and 43 deletions

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@ -12,7 +12,9 @@
// * 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://www.gnu.org/licenses/.// D3DApp.h
// * along with this program. If not, see http://www.gnu.org/licenses/.
// D3DApp.h
#ifndef _D3DAPP_H

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@ -12,7 +12,9 @@
// * 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://www.gnu.org/licenses/.// displaytext.h
// * along with this program. If not, see http://www.gnu.org/licenses/.
// displaytext.h
#ifndef _DISPLAYTEXT_H_
#define _DISPLAYTEXT_H_

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@ -12,7 +12,9 @@
// * 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://www.gnu.org/licenses/.// maindialog.h
// * along with this program. If not, see http://www.gnu.org/licenses/.
// maindialog.h
#ifndef _MAINDIALOG_H_
#define _MAINDIALOG_H_
@ -46,11 +48,11 @@ SceneInfo;
typedef struct
{
int face; // visage
int glasses; // lunettes
D3DCOLORVALUE colorHair; // couleur cheveux
D3DCOLORVALUE colorCombi; // couleur combinaison
D3DCOLORVALUE colorBand; // couleur bandes
int face; // face
int glasses; // glasses
D3DCOLORVALUE colorHair; // hair color
D3DCOLORVALUE colorCombi; // spacesuit volor
D3DCOLORVALUE colorBand; // strips color
}
GamerPerso;
@ -176,33 +178,33 @@ protected:
CCamera* m_camera;
CSound* m_sound;
Phase m_phase; // copie de CRobotMain
Phase m_phaseSetup; // onglet choisi
Phase m_phaseTerm; // phase trainer/scene/proto
Phase m_phase; // copy of CRobotMain
Phase m_phaseSetup; // tab selected
Phase m_phaseTerm; // phase trainer/scene/proto
float m_phaseTime;
GamerPerso m_perso; // perso: description
GamerPerso m_persoCopy; // perso: copie pour annulation
int m_persoTab; // perso: onglet choisi
float m_persoAngle; // perso: angle de présentation
GamerPerso m_persoCopy; // perso: copy for cancellation
int m_persoTab; // perso: tab selected
float m_persoAngle; // perso: angle of presentation
char m_sceneDir[_MAX_FNAME]; // dossier scene\
char m_savegameDir[_MAX_FNAME]; // dossier savegame\
char m_publicDir[_MAX_FNAME]; // dossier program\
char m_userDir[_MAX_FNAME]; // dossier user\
char m_filesDir[_MAX_FNAME]; // dossier files\
char m_sceneDir[_MAX_FNAME]; // scene folder\
char m_savegameDir[_MAX_FNAME]; // savegame folder\
char m_publicDir[_MAX_FNAME]; // program folder\
char m_userDir[_MAX_FNAME]; // user folder\
char m_filesDir[_MAX_FNAME]; // case files\
int m_index; // 0..4
int m_chap[10]; // chapitre choisi (0..8)
int m_sel[10]; // mission choisie (0..98)
int m_index; // 0..4
int m_chap[10]; // selected chapter (0..8)
int m_sel[10]; // chosen mission (0..98)
int m_maxList;
int m_accessChap;
char m_sceneRead[100]; // nom de la scène à lire
char m_stackRead[100]; // nom de la scène à lire
char m_sceneName[20]; // nom de la scène à jouer
int m_sceneRank; // rang de la scène à jouer
BOOL m_bSceneSoluce; // montre la solution
BOOL m_bSimulSetup; // réglages pendant le jeu
char m_sceneRead[100]; // name of the scene to read
char m_stackRead[100]; // name of the scene to read
char m_sceneName[20]; // name of the scene to play
int m_sceneRank; // rank of the scene to play
BOOL m_bSceneSoluce; // shows the solution
BOOL m_bSimulSetup; // adjustment during the game
BOOL m_accessEnable;
BOOL m_accessMission;
BOOL m_accessUser;
@ -211,32 +213,32 @@ protected:
int m_userTotal;
char m_userList[USERLISTMAX][100];
int m_shotDelay; // nb de frames avant copie
char m_shotName[100]; // nom du fichier à générer
int m_shotDelay; // number of frames before copy
char m_shotName[100]; // generate a file name
int m_setupSelDevice;
int m_setupSelMode;
BOOL m_setupFull;
BOOL m_bTooltip; // info-bulles à afficher ?
BOOL m_bGlint; // reflets sur boutons ?
BOOL m_bRain; // pluie dans l'interface ?
BOOL m_bSoluce4; // solutions dans programme 4 ?
BOOL m_bMovies; // cinématiques ?
BOOL m_bNiceReset; // pour CTaskReset
BOOL m_bHimselfDamage; // pour les tirs
BOOL m_bCameraScroll; // pour CCamera
BOOL m_bCameraInvertX; // pour CCamera
BOOL m_bCameraInvertY; // pour CCamera
BOOL m_bEffect; // pour CCamera
BOOL m_bTooltip; // tooltips to be displayed?
BOOL m_bGlint; // reflections on buttons?
BOOL m_bRain; // rain in the interface?
BOOL m_bSoluce4; // solutions in program 4?
BOOL m_bMovies; // cinematics?
BOOL m_bNiceReset; // for CTaskReset
BOOL m_bHimselfDamage; // for shots
BOOL m_bCameraScroll; // for CCamera
BOOL m_bCameraInvertX; // for CCamera
BOOL m_bCameraInvertY; // for CCamera
BOOL m_bEffect; // for CCamera
FPOINT m_glintMouse;
float m_glintTime;
int m_loadingCounter;
BOOL m_bDialog; // dialogue présent ?
BOOL m_bDialogFire; // cadre en feu ?
BOOL m_bDialog; // this dialogue?
BOOL m_bDialogFire; // setting on fire?
BOOL m_bDialogDelete;
FPOINT m_dialogPos;
FPOINT m_dialogDim;