/* * This file is part of the Colobot: Gold Edition source code * Copyright (C) 2001-2021, Daniel Roux, EPSITEC SA & TerranovaTeam * http://epsitec.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 "level/robotmain.h" #include "ui/particles_generator.h" #include #include #include #include class CApplication; class CSettings; class CSoundInterface; namespace Gfx { class CEngine; class CParticle; } // namespace Gfx namespace Ui { class CInterface; class CMainDialog; class CScreen; class CScreenAppearance; class CScreenIORead; class CScreenIOWrite; class CScreenLevelList; class CScreenLoading; class CScreenMainMenu; class CScreenModList; class CScreenPlayerSelect; class CScreenQuit; class CScreenSetup; class CScreenSetupControls; class CScreenSetupDisplay; class CScreenSetupGame; class CScreenSetupGraphics; class CScreenSetupSound; class CScreenWelcome; class CMainUserInterface { public: CMainUserInterface(); ~CMainUserInterface(); CMainDialog* GetDialog(); void ShowLoadingScreen(bool show); CScreenLoading* GetLoadingScreen(); bool EventProcess(const Event &event); void ChangePhase(Phase phase); bool GetSceneSoluce(); bool GetPlusTrainer(); bool GetPlusResearch(); bool GetPlusExplorer(); void UpdateChapterPassed(); void NextMission(); bool GetGamerOnlyHead(); float GetPersoAngle(); void AllMissionUpdate(); void ShowSoluceUpdate(); void UpdateCustomLevelList(); std::string GetCustomLevelName(int id); const std::vector& GetCustomLevelList(); protected: void GlintMove(); void FrameParticle(float rTime); void CreateMouseParticles(const glm::vec2& mousePosition, bool buttonPressed); CScreenSetup* GetSetupScreen(Phase phase); protected: CApplication* m_app; CRobotMain* m_main; Gfx::CEngine* m_engine; Gfx::CParticle* m_particleManager; CInterface* m_interface; CSoundInterface* m_sound; CSettings* m_settings; std::unique_ptr m_dialog; 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_screenModList; 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 glm::vec2 m_glintMouse; float m_glintTime; struct Particle { int phase = 0; float time = 0.0f; glm::vec2 pos = { 0, 0 }; }; std::array m_particles; private: std::unique_ptr m_mouseParticlesGenerator; bool isAllowedToCreateMouseParticles(); }; } // namespace Ui