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 "graphics/core/color.h"
#include "graphics/engine/camera.h"
#include "object/level_category.h"
#include "object/robotmain.h"
#include "app/pausemanager.h"
#include <vector>
class CEventQueue;
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);
void SetSceneRead(const char* name);
std::string & GetSceneRead();
void SetStackRead(const char* name);
std::string & GetStackRead();
void SetLevel(LevelCategory cat, int chap, int rank);
LevelCategory GetLevelCategory();
int GetLevelChap();
int GetLevelRank();
std::string GetCustomLevelDir();
bool GetSceneSoluce();
bool GetTooltip();
bool GetGlint();
bool GetSoluce4();
bool GetMovies();
bool GetNiceReset();
bool GetHimselfDamage();
void BuildResumeName(char *filename, std::string base, int chap, int rank);
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 SetupMemorize();
void SetupRecall();
void UpdateChapterPassed();
bool NextMission();
bool GetGamerOnlyHead();
float GetPersoAngle();
void AllMissionUpdate();
void ShowSoluceUpdate();
void UpdateCustomLevelList();
std::string GetCustomLevelName(int id);
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();
bool IsIOReadScene();
void IOReadName();
void IOReadList();
void IOUpdateList();
void IODeleteScene();
bool IOWriteScene();
bool 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;
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<LevelCategory, int> m_chap; // selected chapter (0..8)
std::map<LevelCategory, int> m_sel; // chosen mission (0..98)
int m_maxList;
int m_accessChap;
std::string m_sceneRead; // name of the scene to read
std::string m_stackRead; // name of the scene to read
int m_levelChap; // chapter of the level to play
int m_levelRank; // rank of the level to play
bool m_bSceneSoluce; // shows the solution
bool m_bSimulSetup; // adjustment during the game
bool m_accessEnable;
bool m_accessMission;
bool m_accessUser;
bool m_bDeleteGamer;
std::vector<std::string> m_customLevelList;
int m_shotDelay; // number of frames before copy
std::string m_shotName; // generate a file name
int m_setupSelMode;
bool m_setupFull;
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 reset animation
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
bool m_bBlood; // for CCamera
bool m_bAutosave;
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<std::string> m_saveList;
};
} // namespace Ui