276 lines
8.3 KiB
C++
276 lines
8.3 KiB
C++
/*
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* This file is part of the Colobot: Gold Edition source code
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* Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
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* http://epsiteс.ch; http://colobot.info; http://github.com/colobot
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see http://gnu.org/licenses
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*/
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// maindialog.h
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#pragma once
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#include "graphics/core/color.h"
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#include "object/robotmain.h"
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#include "app/pausemanager.h"
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#include <boost/filesystem.hpp>
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#include <boost/algorithm/string.hpp>
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#include <vector>
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namespace fs = boost::filesystem;
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class CEventQueue;
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class CSoundInterface;
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namespace Gfx {
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class CEngine;
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class CParticle;
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}
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namespace Ui {
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class CInterface;
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class CWindow;
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class CControl;
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const int USERLISTMAX = 100;
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const int MAXSCENE = 1000;
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struct SceneInfo
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{
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char numTry;
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char bPassed;
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};
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struct GamerPerso
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{
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int face; // face
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int glasses; // glasses
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Gfx::Color colorHair; // hair color
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Gfx::Color colorCombi; // spacesuit volor
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Gfx::Color colorBand; // strips color
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};
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class CMainDialog
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{
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public:
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CMainDialog();
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~CMainDialog();
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bool EventProcess(const Event &event);
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void ChangePhase(Phase phase);
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void SetSceneRead(const char* name);
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void SetStackRead(const char* name);
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void SetSceneName(const char* name);
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void SetSceneRank(int rank);
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std::string & GetSceneRead();
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std::string & GetStackRead();
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char* GetSceneName();
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int GetSceneRank();
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const char* GetSceneDir();
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bool GetSceneSoluce();
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std::string GetSavegameDir();
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std::string & GetPHYSFSSavegameDir();
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std::string & GetPublicDir();
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bool GetTooltip();
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bool GetGlint();
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bool GetSoluce4();
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bool GetMovies();
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bool GetNiceReset();
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bool GetHimselfDamage();
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void BuildSceneName(std::string &filename, char *base, int rank, bool sceneFile = true);
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void BuildResumeName(char *filename, char *base, int rank);
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std::string & GetFilesDir();
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void StartAbort();
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void StartDeleteObject();
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void StartDeleteGame(char *gamer);
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void StartQuit();
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void StartDialog(Math::Point dim, bool bFire, bool bOK, bool bCancel);
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void FrameDialog(float rTime);
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void StopDialog();
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bool IsDialog();
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void StartSuspend();
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void StopSuspend();
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void SetupMemorize();
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void SetupRecall();
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bool ReadGamerInfo();
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bool WriteGamerInfo();
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void SetGamerInfoTry(int rank, int numTry);
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int GetGamerInfoTry(int rank);
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void SetGamerInfoPassed(int rank, bool bPassed);
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bool GetGamerInfoPassed(int rank);
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bool NextMission();
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void WriteGamerPerso(char *gamer);
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void ReadGamerPerso(char *gamer);
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void SetGamerFace(char *gamer, int face);
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int GetGamerFace(char *gamer);
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int GetGamerFace();
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int GetGamerGlasses();
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bool GetGamerOnlyHead();
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float GetPersoAngle();
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Gfx::Color GetGamerColorHair();
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Gfx::Color GetGamerColorCombi();
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Gfx::Color GetGamerColorBand();
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void AllMissionUpdate();
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void ShowSoluceUpdate();
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std::string& GetUserLevelName(int id);
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protected:
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void GlintMove();
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void FrameParticle(float rTime);
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void NiceParticle(Math::Point mouse, bool bPress);
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void ReadNameList();
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void UpdateNameList();
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void UpdateNameEdit();
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void UpdateNameControl();
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void UpdateNameFace();
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void NameSelect();
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void NameCreate();
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void NameDelete();
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void UpdatePerso();
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void CameraPerso();
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void FixPerso(int rank, int index);
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void ColorPerso();
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void DefPerso();
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bool IsIOReadScene();
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void IOReadName();
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void IOReadList();
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void IOUpdateList();
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void IODeleteScene();
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bool IOWriteScene();
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bool IOReadScene();
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int GetChapPassed();
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void UpdateSceneChap(int &chap);
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void UpdateSceneList(int chap, int &sel);
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void UpdateSceneResume(int rank);
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void UpdateDisplayMode();
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void ChangeDisplay();
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void UpdateApply();
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void UpdateSetupButtons();
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void ChangeSetupButtons();
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void ChangeSetupQuality(int quality);
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void UpdateKey();
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void ChangeKey(EventType event);
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protected:
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CApplication* m_app;
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CRobotMain* m_main;
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CEventQueue* m_eventQueue;
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Gfx::CEngine* m_engine;
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CInterface* m_interface;
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Gfx::CParticle* m_particle;
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Gfx::CCamera* m_camera;
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CSoundInterface* m_sound;
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CPauseManager* m_pause;
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Phase m_phase; // copy of CRobotMain
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Phase m_phaseSetup; // tab selected
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Phase m_phaseTerm; // phase trainer/scene/proto
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float m_phaseTime;
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GamerPerso m_perso; // perso: description
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GamerPerso m_persoCopy; // perso: copy for cancellation
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int m_persoTab; // perso: tab selected
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float m_persoAngle; // perso: angle of presentation
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std::string m_savegameDir; // savegame folder
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std::string m_publicDir; // program folder
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std::string m_filesDir; // case files
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int m_index; // 0..4
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int m_chap[10]; // selected chapter (0..8)
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int m_sel[10]; // chosen mission (0..98)
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int m_maxList;
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int m_accessChap;
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std::string m_sceneRead; // name of the scene to read
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std::string m_stackRead; // name of the scene to read
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char m_sceneName[20]; // name of the scene to play
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int m_sceneRank; // rank of the scene to play
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bool m_bSceneSoluce; // shows the solution
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bool m_bSimulSetup; // adjustment during the game
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bool m_accessEnable;
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bool m_accessMission;
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bool m_accessUser;
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bool m_bDeleteGamer;
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int m_userTotal;
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std::vector<std::string> m_userList;
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int m_shotDelay; // number of frames before copy
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std::string m_shotName; // generate a file name
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int m_setupSelMode;
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bool m_setupFull;
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bool m_bTooltip; // tooltips to be displayed?
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bool m_bGlint; // reflections on buttons?
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bool m_bRain; // rain in the interface?
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bool m_bSoluce4; // solutions in program 4?
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bool m_bMovies; // cinematics?
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bool m_bNiceReset; // for CTaskReset
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bool m_bHimselfDamage; // for shots
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bool m_bCameraScroll; // for CCamera
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bool m_bCameraInvertX; // for CCamera
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bool m_bCameraInvertY; // for CCamera
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bool m_bEffect; // for CCamera
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bool m_bBlood; // for CCamera
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Math::Point m_glintMouse;
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float m_glintTime;
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int m_loadingCounter;
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bool m_bDialog; // this dialogue?
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bool m_bDialogFire; // setting on fire?
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bool m_bDialogDelete;
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Math::Point m_dialogPos;
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Math::Point m_dialogDim;
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float m_dialogParti;
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float m_dialogTime;
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PauseType m_bInitPause;
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Gfx::CameraType m_initCamera;
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int m_partiPhase[10];
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float m_partiTime[10];
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Math::Point m_partiPos[10];
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SceneInfo m_sceneInfo[MAXSCENE];
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std::vector<fs::path> m_saveList;
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};
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} // namespace Ui
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