393 lines
11 KiB
C++
393 lines
11 KiB
C++
/*
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* This file is part of the Colobot: Gold Edition source code
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* Copyright (C) 2001-2015, 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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#include "ui/screen/screen_setup_game.h"
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#include "app/app.h"
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#include "common/settings.h"
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#include "common/stringutils.h"
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#include "graphics/engine/camera.h"
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#include "ui/controls/button.h"
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#include "ui/controls/check.h"
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#include "ui/controls/interface.h"
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#include "ui/controls/label.h"
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#include "ui/controls/slider.h"
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#include "ui/controls/window.h"
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namespace Ui
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{
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CScreenSetupGame::CScreenSetupGame()
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{
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}
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void CScreenSetupGame::SetActive()
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{
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m_tab = PHASE_SETUPp;
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}
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void CScreenSetupGame::CreateInterface()
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{
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CWindow* pw;
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CLabel* pl;
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CCheck* pc;
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CSlider* psl;
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Math::Point pos, ddim;
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std::string name;
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CScreenSetup::CreateInterface();
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pw = static_cast<CWindow*>(m_interface->SearchControl(EVENT_WINDOW5));
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if ( pw == 0 ) return;
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ddim.x = dim.x*6;
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ddim.y = dim.y*0.5f;
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pos.x = ox+sx*3;
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pos.y = 0.65f;
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pc = pw->CreateCheck(pos, ddim, -1, EVENT_INTERFACE_MOVIES);
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pc->SetState(STATE_SHADOW);
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pos.y -= 0.048f;
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pc = pw->CreateCheck(pos, ddim, -1, EVENT_INTERFACE_SCROLL);
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pc->SetState(STATE_SHADOW);
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pos.y -= 0.048f;
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pc = pw->CreateCheck(pos, ddim, -1, EVENT_INTERFACE_INVERTX);
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pc->SetState(STATE_SHADOW);
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pos.y -= 0.048f;
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pc = pw->CreateCheck(pos, ddim, -1, EVENT_INTERFACE_INVERTY);
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pc->SetState(STATE_SHADOW);
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pos.y -= 0.048f;
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pc = pw->CreateCheck(pos, ddim, -1, EVENT_INTERFACE_EFFECT);
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pc->SetState(STATE_SHADOW);
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pos.y -= 0.048f;
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pc = pw->CreateCheck(pos, ddim, -1, EVENT_INTERFACE_BLOOD);
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pc->SetState(STATE_SHADOW);
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pos.y -= 0.048f;
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pc = pw->CreateCheck(pos, ddim, -1, EVENT_INTERFACE_AUTOSAVE_ENABLE);
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pc->SetState(STATE_SHADOW);
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pos.y -= 0.048f;
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pos.y -= ddim.y;
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ddim.x = dim.x*2.5f;
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psl = pw->CreateSlider(pos, ddim, -1, EVENT_INTERFACE_AUTOSAVE_INTERVAL);
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psl->SetState(STATE_SHADOW);
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psl->SetLimit(1.0f, 30.0f);
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psl->SetArrowStep(1.0f);
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pos.y += ddim.y/2;
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GetResource(RES_EVENT, EVENT_INTERFACE_AUTOSAVE_INTERVAL, name);
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pl = pw->CreateLabel(pos, ddim, 0, EVENT_LABEL1, name);
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pl->SetTextAlign(Gfx::TEXT_ALIGN_LEFT);
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pos.y -= ddim.y/2;
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pos.x = ox+sx*3+dim.x*3.5f;
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psl = pw->CreateSlider(pos, ddim, -1, EVENT_INTERFACE_AUTOSAVE_SLOTS);
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psl->SetState(STATE_SHADOW);
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psl->SetLimit(1.0f, 10.0f);
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psl->SetArrowStep(1.0f);
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pos.y += ddim.y/2;
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GetResource(RES_EVENT, EVENT_INTERFACE_AUTOSAVE_SLOTS, name);
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pl = pw->CreateLabel(pos, ddim, 0, EVENT_LABEL1, name);
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pl->SetTextAlign(Gfx::TEXT_ALIGN_LEFT);
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pos.y -= ddim.y/2;
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ddim.x = dim.x*6;
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ddim.y = dim.y*0.5f;
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pos.x = ox+sx*10;
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pos.y = 0.65f;
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pc = pw->CreateCheck(pos, ddim, -1, EVENT_INTERFACE_TOOLTIP);
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pc->SetState(STATE_SHADOW);
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pos.y -= 0.048f;
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pc = pw->CreateCheck(pos, ddim, -1, EVENT_INTERFACE_GLINT);
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pc->SetState(STATE_SHADOW);
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pos.y -= 0.048f;
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pc = pw->CreateCheck(pos, ddim, -1, EVENT_INTERFACE_RAIN);
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pc->SetState(STATE_SHADOW);
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pos.y -= 0.048f;
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pc = pw->CreateCheck(pos, ddim, -1, EVENT_INTERFACE_MOUSE);
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pc->SetState(STATE_SHADOW);
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pos.y -= 0.048f;
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pos.y -= 0.048f;
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pc = pw->CreateCheck(pos, ddim, -1, EVENT_INTERFACE_EDITMODE);
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pc->SetState(STATE_SHADOW);
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if ( m_simulationSetup )
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{
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pc->SetState(STATE_DEAD);
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}
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pos.y -= 0.048f;
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pc = pw->CreateCheck(pos, ddim, -1, EVENT_INTERFACE_EDITVALUE);
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pc->SetState(STATE_SHADOW);
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UpdateSetupButtons();
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}
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bool CScreenSetupGame::EventProcess(const Event &event)
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{
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if (!CScreenSetup::EventProcess(event)) return false;
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switch( event.type )
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{
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case EVENT_INTERFACE_TOOLTIP:
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m_settings->SetTooltips(!m_settings->GetTooltips());
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ChangeSetupButtons();
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UpdateSetupButtons();
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break;
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case EVENT_INTERFACE_GLINT:
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m_settings->SetInterfaceGlint(!m_settings->GetInterfaceGlint());
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ChangeSetupButtons();
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UpdateSetupButtons();
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break;
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case EVENT_INTERFACE_RAIN:
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m_settings->SetInterfaceRain(!m_settings->GetInterfaceRain());
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ChangeSetupButtons();
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UpdateSetupButtons();
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break;
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case EVENT_INTERFACE_MOUSE:
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m_settings->SetSystemMouse(!m_settings->GetSystemMouse());
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m_app->SetMouseMode(m_settings->GetSystemMouse() ? MOUSE_SYSTEM : MOUSE_ENGINE);
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ChangeSetupButtons();
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UpdateSetupButtons();
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break;
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case EVENT_INTERFACE_EDITMODE:
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m_engine->SetEditIndentMode(!m_engine->GetEditIndentMode());
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ChangeSetupButtons();
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UpdateSetupButtons();
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break;
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case EVENT_INTERFACE_EDITVALUE:
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if ( m_engine->GetEditIndentValue() == 2 )
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{
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m_engine->SetEditIndentValue(4);
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}
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else
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{
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m_engine->SetEditIndentValue(2);
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}
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ChangeSetupButtons();
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UpdateSetupButtons();
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break;
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case EVENT_INTERFACE_SOLUCE4:
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m_settings->SetSoluce4(!m_settings->GetSoluce4());
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ChangeSetupButtons();
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UpdateSetupButtons();
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break;
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case EVENT_INTERFACE_MOVIES:
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m_settings->SetMovies(!m_settings->GetMovies());
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ChangeSetupButtons();
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UpdateSetupButtons();
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break;
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case EVENT_INTERFACE_SCROLL:
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m_camera->SetCameraScroll(!m_camera->GetCameraScroll());
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ChangeSetupButtons();
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UpdateSetupButtons();
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break;
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case EVENT_INTERFACE_INVERTX:
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m_camera->SetCameraInvertX(!m_camera->GetCameraInvertX());
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ChangeSetupButtons();
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UpdateSetupButtons();
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break;
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case EVENT_INTERFACE_INVERTY:
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m_camera->SetCameraInvertY(!m_camera->GetCameraInvertY());
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ChangeSetupButtons();
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UpdateSetupButtons();
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break;
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case EVENT_INTERFACE_EFFECT:
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m_camera->SetEffect(!m_camera->GetEffect());
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ChangeSetupButtons();
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UpdateSetupButtons();
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break;
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case EVENT_INTERFACE_BLOOD:
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m_camera->SetBlood(!m_camera->GetBlood());
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ChangeSetupButtons();
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UpdateSetupButtons();
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break;
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case EVENT_INTERFACE_AUTOSAVE_ENABLE:
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m_main->SetAutosave(!m_main->GetAutosave());
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ChangeSetupButtons();
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UpdateSetupButtons();
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break;
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case EVENT_INTERFACE_AUTOSAVE_INTERVAL:
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ChangeSetupButtons();
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UpdateSetupButtons();
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break;
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case EVENT_INTERFACE_AUTOSAVE_SLOTS:
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ChangeSetupButtons();
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UpdateSetupButtons();
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break;
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default:
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return true;
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}
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return false;
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}
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// Updates the buttons during the setup phase.
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void CScreenSetupGame::UpdateSetupButtons()
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{
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CWindow* pw;
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CCheck* pc;
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CSlider* ps;
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pw = static_cast<CWindow*>(m_interface->SearchControl(EVENT_WINDOW5));
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if ( pw == 0 ) return;
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pc = static_cast<CCheck*>(pw->SearchControl(EVENT_INTERFACE_TOOLTIP));
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if ( pc != 0 )
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{
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pc->SetState(STATE_CHECK, m_settings->GetTooltips());
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}
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pc = static_cast<CCheck*>(pw->SearchControl(EVENT_INTERFACE_GLINT));
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if ( pc != 0 )
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{
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pc->SetState(STATE_CHECK, m_settings->GetInterfaceGlint());
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}
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pc = static_cast<CCheck*>(pw->SearchControl(EVENT_INTERFACE_RAIN));
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if ( pc != 0 )
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{
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pc->SetState(STATE_CHECK, m_settings->GetInterfaceRain());
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}
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pc = static_cast<CCheck*>(pw->SearchControl(EVENT_INTERFACE_MOUSE));
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if ( pc != 0 )
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{
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pc->SetState(STATE_CHECK, m_settings->GetSystemMouse());
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}
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pc = static_cast<CCheck*>(pw->SearchControl(EVENT_INTERFACE_EDITMODE));
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if ( pc != 0 )
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{
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pc->SetState(STATE_CHECK, m_engine->GetEditIndentMode());
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}
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pc = static_cast<CCheck*>(pw->SearchControl(EVENT_INTERFACE_EDITVALUE));
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if ( pc != 0 )
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{
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pc->SetState(STATE_CHECK, m_engine->GetEditIndentValue()>2);
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}
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pc = static_cast<CCheck*>(pw->SearchControl(EVENT_INTERFACE_SOLUCE4));
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if ( pc != 0 )
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{
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pc->SetState(STATE_CHECK, m_settings->GetSoluce4());
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}
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pc = static_cast<CCheck*>(pw->SearchControl(EVENT_INTERFACE_MOVIES));
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if ( pc != 0 )
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{
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pc->SetState(STATE_CHECK, m_settings->GetMovies());
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}
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pc = static_cast<CCheck*>(pw->SearchControl(EVENT_INTERFACE_SCROLL));
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if ( pc != 0 )
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{
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pc->SetState(STATE_CHECK, m_camera->GetCameraScroll());
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}
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pc = static_cast<CCheck*>(pw->SearchControl(EVENT_INTERFACE_INVERTX));
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if ( pc != 0 )
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{
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pc->SetState(STATE_CHECK, m_camera->GetCameraInvertX());
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}
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pc = static_cast<CCheck*>(pw->SearchControl(EVENT_INTERFACE_INVERTY));
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if ( pc != 0 )
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{
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pc->SetState(STATE_CHECK, m_camera->GetCameraInvertY());
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}
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pc = static_cast<CCheck*>(pw->SearchControl(EVENT_INTERFACE_EFFECT));
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if ( pc != 0 )
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{
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pc->SetState(STATE_CHECK, m_camera->GetEffect());
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}
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pc = static_cast<CCheck*>(pw->SearchControl(EVENT_INTERFACE_BLOOD));
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if ( pc != 0 )
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{
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pc->SetState(STATE_CHECK, m_camera->GetBlood());
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}
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pc = static_cast<CCheck*>(pw->SearchControl(EVENT_INTERFACE_AUTOSAVE_ENABLE));
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if ( pc != 0 )
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{
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pc->SetState(STATE_CHECK, m_main->GetAutosave());
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}
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ps = static_cast<CSlider*>(pw->SearchControl(EVENT_INTERFACE_AUTOSAVE_INTERVAL));
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if ( ps != 0 )
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{
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ps->SetState(STATE_ENABLE, m_main->GetAutosave());
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ps->SetVisibleValue(m_main->GetAutosaveInterval());
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}
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ps = static_cast<CSlider*>(pw->SearchControl(EVENT_INTERFACE_AUTOSAVE_SLOTS));
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if ( ps != 0 )
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{
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ps->SetState(STATE_ENABLE, m_main->GetAutosave());
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ps->SetVisibleValue(m_main->GetAutosaveSlots());
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}
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}
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// Updates the engine function of the buttons after the setup phase.
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void CScreenSetupGame::ChangeSetupButtons()
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{
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CWindow* pw;
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CSlider* ps;
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float value;
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pw = static_cast<CWindow*>(m_interface->SearchControl(EVENT_WINDOW5));
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if ( pw == 0 ) return;
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ps = static_cast<CSlider*>(pw->SearchControl(EVENT_INTERFACE_AUTOSAVE_INTERVAL));
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if ( ps != 0 )
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{
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value = ps->GetVisibleValue();
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m_main->SetAutosaveInterval(static_cast<int>(round(value)));
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}
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ps = static_cast<CSlider*>(pw->SearchControl(EVENT_INTERFACE_AUTOSAVE_SLOTS));
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if ( ps != 0 )
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{
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value = ps->GetVisibleValue();
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m_main->SetAutosaveSlots(static_cast<int>(round(value)));
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}
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}
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} // namespace Ui
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