/* * 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" #include "graphics/core/color.h" #include "object/level_category.h" #include "object/robotmain.h" #include class CEventQueue; class CSettings; class CSoundInterface; namespace Gfx { class CEngine; class CParticle; } namespace Ui { class CInterface; class CWindow; class CControl; class CScreen; class CScreenApperance; class CScreenIORead; class CScreenIOWrite; class CScreenLevelList; class CScreenLoading; class CScreenMainMenu; class CScreenPlayerSelect; class CScreenQuit; class CScreenSetup; class CScreenSetupControls; class CScreenSetupDisplay; class CScreenSetupGame; class CScreenSetupGraphics; class CScreenSetupSound; class CScreenWelcome; class CMainDialog { public: CMainDialog(); ~CMainDialog(); void Create(); bool EventProcess(const Event &event); void ChangePhase(Phase phase); 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(); void NextMission(); bool GetGamerOnlyHead(); float GetPersoAngle(); void AllMissionUpdate(); void ShowSoluceUpdate(); void UpdateCustomLevelList(); std::string GetCustomLevelName(int id); const std::vector& GetCustomLevelList(); void MakeSaveScreenshot(const std::string& name); protected: void GlintMove(); void FrameParticle(float rTime); void NiceParticle(Math::Point mouse, bool bPress); 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; CPauseManager* m_pause; CSettings* m_settings; CScreen* m_currentScreen; std::unique_ptr m_screenAppearance; std::unique_ptr m_screenIORead; std::unique_ptr m_screenIOWrite; std::unique_ptr m_screenLevelList; std::unique_ptr m_screenLoading; std::unique_ptr m_screenMainMenu; std::unique_ptr m_screenPlayerSelect; std::unique_ptr m_screenQuit; std::unique_ptr m_screenSetupControls; std::unique_ptr m_screenSetupDisplay; std::unique_ptr m_screenSetupGame; std::unique_ptr m_screenSetupGraphics; std::unique_ptr m_screenSetupSound; std::unique_ptr m_screenWelcome; Phase m_phase; // copy of CRobotMain int m_shotDelay; // number of frames before copy std::string m_shotName; // generate a file name Math::Point m_glintMouse; float m_glintTime; 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; int m_partiPhase[10]; float m_partiTime[10]; Math::Point m_partiPos[10]; }; } // namespace Ui