/* * 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 "graphics/engine/camera.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 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 StartSuspend(); void StopSuspend(); void UpdateChapterPassed(); bool 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); void ReadNameList(); void UpdateNameList(); void UpdateNameEdit(); void UpdateNameControl(); void NameSelect(); bool NameCreate(); void NameDelete(); void UpdatePerso(); void CameraPerso(); void FixPerso(int rank, int index); void ColorPerso(); void IOReadName(); void IOReadList(); void IOUpdateList(); void IODeleteScene(); void IOWriteScene(); void IOReadScene(); int GetChapPassed(); void UpdateSceneChap(int &chap); void UpdateSceneList(int chap, int &sel); void UpdateSceneResume(int chap, int rank); void UpdateDisplayMode(); void ChangeDisplay(); void UpdateApply(); void UpdateSetupButtons(); void ChangeSetupButtons(); void ChangeSetupQuality(int quality); void UpdateKey(); void ChangeKey(EventType event); 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; Phase m_phase; // copy of CRobotMain Phase m_phaseSetup; // tab selected float m_phaseTime; int m_apperanceTab; // perso: tab selected float m_apperanceAngle; // perso: angle of presentation LevelCategory m_category; LevelCategory m_listCategory; std::map m_chap; // selected chapter (0..8) std::map m_sel; // chosen mission (0..98) int m_maxList; int m_accessChap; bool m_bSceneSoluce; // shows the solution bool m_bSimulSetup; // adjustment during the game std::vector m_customLevelList; int m_shotDelay; // number of frames before copy std::string m_shotName; // generate a file name int m_setupSelMode; bool m_setupFull; Math::Point m_glintMouse; float m_glintTime; int m_loadingCounter; 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; PauseType m_bInitPause; Gfx::CameraType m_initCamera; int m_partiPhase[10]; float m_partiTime[10]; Math::Point m_partiPos[10]; std::vector m_saveList; }; } // namespace Ui