141 lines
3.8 KiB
C++
141 lines
3.8 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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#pragma once
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#include "object/robotmain.h"
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#include <vector>
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class CApplication;
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class CSettings;
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class CSoundInterface;
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namespace Gfx
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{
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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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{
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class CInterface;
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class CMainDialog;
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class CScreen;
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class CScreenApperance;
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class CScreenIORead;
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class CScreenIOWrite;
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class CScreenLevelList;
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class CScreenLoading;
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class CScreenMainMenu;
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class CScreenPlayerSelect;
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class CScreenQuit;
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class CScreenSetup;
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class CScreenSetupControls;
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class CScreenSetupDisplay;
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class CScreenSetupGame;
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class CScreenSetupGraphics;
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class CScreenSetupSound;
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class CScreenWelcome;
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class CMainUserInterface
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{
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public:
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CMainUserInterface();
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~CMainUserInterface();
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void Create();
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CMainDialog* GetDialog();
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void ShowLoadingScreen(bool show);
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CScreenLoading* GetLoadingScreen();
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bool EventProcess(const Event &event);
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void ChangePhase(Phase phase);
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bool GetSceneSoluce();
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void UpdateChapterPassed();
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void NextMission();
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bool GetGamerOnlyHead();
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float GetPersoAngle();
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void AllMissionUpdate();
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void ShowSoluceUpdate();
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void UpdateCustomLevelList();
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std::string GetCustomLevelName(int id);
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const std::vector<std::string>& GetCustomLevelList();
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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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CScreenSetup* GetSetupScreen(Phase phase);
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protected:
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CApplication* m_app;
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CRobotMain* m_main;
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Gfx::CEngine* m_engine;
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Gfx::CParticle* m_particle;
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CInterface* m_interface;
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CSoundInterface* m_sound;
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CSettings* m_settings;
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std::unique_ptr<CMainDialog> m_dialog;
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CScreen* m_currentScreen;
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std::unique_ptr<CScreenApperance> m_screenAppearance;
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std::unique_ptr<CScreenIORead> m_screenIORead;
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std::unique_ptr<CScreenIOWrite> m_screenIOWrite;
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std::unique_ptr<CScreenLevelList> m_screenLevelList;
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std::unique_ptr<CScreenLoading> m_screenLoading;
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std::unique_ptr<CScreenMainMenu> m_screenMainMenu;
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std::unique_ptr<CScreenPlayerSelect> m_screenPlayerSelect;
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std::unique_ptr<CScreenQuit> m_screenQuit;
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std::unique_ptr<CScreenSetupControls> m_screenSetupControls;
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std::unique_ptr<CScreenSetupDisplay> m_screenSetupDisplay;
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std::unique_ptr<CScreenSetupGame> m_screenSetupGame;
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std::unique_ptr<CScreenSetupGraphics> m_screenSetupGraphics;
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std::unique_ptr<CScreenSetupSound> m_screenSetupSound;
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std::unique_ptr<CScreenWelcome> m_screenWelcome;
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Phase m_phase; // copy of CRobotMain
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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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Math::Point m_glintMouse;
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float m_glintTime;
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struct Particle
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{
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int phase = 0;
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float time = 0.0f;
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Math::Point pos;
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};
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std::array<Particle, 10> m_particles;
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};
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} // namespace Ui
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