253 lines
8.0 KiB
C++
253 lines
8.0 KiB
C++
// * This file is part of the COLOBOT source code
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// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
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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. See the
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// * 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://www.gnu.org/licenses/.
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// maindialog.h
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#pragma once
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#include "common/struct.h"
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#include "object/robotmain.h"
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class CInstanceManager;
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class CEvent;
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class CD3DEngine;
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class CInterface;
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class CWindow;
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class CControl;
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class CParticule;
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class CSound;
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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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D3DCOLORVALUE colorHair; // hair color
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D3DCOLORVALUE colorCombi; // spacesuit volor
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D3DCOLORVALUE 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(CInstanceManager* iMan);
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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(char* name);
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void SetStackRead(char* name);
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void SetSceneName(char* name);
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void SetSceneRank(int rank);
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char* RetSceneRead();
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char* RetStackRead();
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char* RetSceneName();
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int RetSceneRank();
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char* RetSceneDir();
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bool RetSceneSoluce();
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char* RetSavegameDir();
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char* RetPublicDir();
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bool RetTooltip();
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bool RetGlint();
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bool RetSoluce4();
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bool RetMovies();
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bool RetNiceReset();
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bool RetHimselfDamage();
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void SetUserDir(char *base, int rank);
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void BuildSceneName(char *filename, char *base, int rank);
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void BuildResumeName(char *filename, char *base, int rank);
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char* RetFilesDir();
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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 RetGamerInfoTry(int rank);
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void SetGamerInfoPassed(int rank, bool bPassed);
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bool RetGamerInfoPassed(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 RetGamerFace(char *gamer);
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int RetGamerFace();
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int RetGamerGlasses();
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bool RetGamerOnlyHead();
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float RetPersoAngle();
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D3DCOLORVALUE RetGamerColorHair();
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D3DCOLORVALUE RetGamerColorCombi();
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D3DCOLORVALUE RetGamerColorBand();
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void AllMissionUpdate();
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void ShowSoluceUpdate();
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protected:
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void GlintMove();
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void FrameParticule(float rTime);
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void NiceParticule(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 RetChapPassed();
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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 UpdateDisplayDevice();
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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(EventMsg event);
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protected:
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CInstanceManager* m_iMan;
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CRobotMain* m_main;
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CEvent* m_event;
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CD3DEngine* m_engine;
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CInterface* m_interface;
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CParticule* m_particule;
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CCamera* m_camera;
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CSound* m_sound;
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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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char m_sceneDir[_MAX_FNAME]; // scene folder
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char m_savegameDir[_MAX_FNAME]; // savegame folder
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char m_publicDir[_MAX_FNAME]; // program folder
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char m_userDir[_MAX_FNAME]; // user folder
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char m_filesDir[_MAX_FNAME]; // 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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char m_sceneRead[100]; // name of the scene to read
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char m_stackRead[100]; // 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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char m_userList[USERLISTMAX][100];
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int m_shotDelay; // number of frames before copy
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char m_shotName[100]; // generate a file name
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int m_setupSelDevice;
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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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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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bool m_bInitPause;
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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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};
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