summaryrefslogtreecommitdiffstats
path: root/src/ui/maindialog.h
diff options
context:
space:
mode:
authorPiotr Dziwinski <piotrdz@gmail.com>2012-06-26 22:23:05 +0200
committerPiotr Dziwinski <piotrdz@gmail.com>2012-06-26 22:23:05 +0200
commitebed57aa22b772211387a5561f995eee8f5faed1 (patch)
tree9a0b08371df54c125957e63c7ecff81c001d4eaf /src/ui/maindialog.h
parentfc5389d18816799ba2698914384cd099ba8a7a6c (diff)
downloadcolobot-ebed57aa22b772211387a5561f995eee8f5faed1.tar.gz
colobot-ebed57aa22b772211387a5561f995eee8f5faed1.tar.bz2
colobot-ebed57aa22b772211387a5561f995eee8f5faed1.zip
Whitespace and language change
- changed tabs to spaces and DOS line endings to Unix (except in CBot and metafile) - changed language to English - fixed #include <d3d.h> in d3dengine.h
Diffstat (limited to 'src/ui/maindialog.h')
-rw-r--r--src/ui/maindialog.h506
1 files changed, 253 insertions, 253 deletions
diff --git a/src/ui/maindialog.h b/src/ui/maindialog.h
index cd017f5..bcda4aa 100644
--- a/src/ui/maindialog.h
+++ b/src/ui/maindialog.h
@@ -1,253 +1,253 @@
-// * This file is part of the COLOBOT source code
-// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
-// *
-// * 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://www.gnu.org/licenses/.
-
-// maindialog.h
-
-#pragma once
-
-
-#include "common/struct.h"
-#include "old/camera.h"
-#include "object/robotmain.h"
-
-
-class CInstanceManager;
-class CEvent;
-class CD3DEngine;
-class CInterface;
-class CWindow;
-class CControl;
-class CParticule;
-class CSound;
-
-
-const int USERLISTMAX = 100;
-const int MAXSCENE = 1000;
-
-struct SceneInfo
-{
- char numTry;
- char bPassed;
-};
-
-struct GamerPerso
-{
- int face; // face
- int glasses; // glasses
- D3DCOLORVALUE colorHair; // hair color
- D3DCOLORVALUE colorCombi; // spacesuit volor
- D3DCOLORVALUE colorBand; // strips color
-};
-
-
-
-class CMainDialog
-{
-public:
- CMainDialog(CInstanceManager* iMan);
- ~CMainDialog();
-
- bool EventProcess(const Event &event);
- void ChangePhase(Phase phase);
-
- void SetSceneRead(char* name);
- void SetStackRead(char* name);
- void SetSceneName(char* name);
- void SetSceneRank(int rank);
- char* RetSceneRead();
- char* RetStackRead();
- char* RetSceneName();
- int RetSceneRank();
- char* RetSceneDir();
- bool RetSceneSoluce();
- char* RetSavegameDir();
- char* RetPublicDir();
-
- bool RetTooltip();
- bool RetGlint();
- bool RetSoluce4();
- bool RetMovies();
- bool RetNiceReset();
- bool RetHimselfDamage();
-
- void SetUserDir(char *base, int rank);
- void BuildSceneName(char *filename, char *base, int rank);
- void BuildResumeName(char *filename, char *base, int rank);
- char* RetFilesDir();
-
- 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();
-
- bool ReadGamerInfo();
- bool WriteGamerInfo();
- void SetGamerInfoTry(int rank, int numTry);
- int RetGamerInfoTry(int rank);
- void SetGamerInfoPassed(int rank, bool bPassed);
- bool RetGamerInfoPassed(int rank);
- bool NextMission();
-
- void WriteGamerPerso(char *gamer);
- void ReadGamerPerso(char *gamer);
- void SetGamerFace(char *gamer, int face);
- int RetGamerFace(char *gamer);
- int RetGamerFace();
- int RetGamerGlasses();
- bool RetGamerOnlyHead();
- float RetPersoAngle();
- D3DCOLORVALUE RetGamerColorHair();
- D3DCOLORVALUE RetGamerColorCombi();
- D3DCOLORVALUE RetGamerColorBand();
-
- void AllMissionUpdate();
- void ShowSoluceUpdate();
-
-protected:
- void GlintMove();
- void FrameParticule(float rTime);
- void NiceParticule(Math::Point mouse, bool bPress);
- void ReadNameList();
- void UpdateNameList();
- void UpdateNameEdit();
- void UpdateNameControl();
- void UpdateNameFace();
- void NameSelect();
- void NameCreate();
- void NameDelete();
- void UpdatePerso();
- void CameraPerso();
- void FixPerso(int rank, int index);
- void ColorPerso();
- void DefPerso();
- bool IsIOReadScene();
- void IOReadName();
- void IOReadList();
- void IOUpdateList();
- void IODeleteScene();
- bool IOWriteScene();
- bool IOReadScene();
- int RetChapPassed();
- void UpdateSceneChap(int &chap);
- void UpdateSceneList(int chap, int &sel);
- void UpdateSceneResume(int rank);
- void UpdateDisplayDevice();
- void UpdateDisplayMode();
- void ChangeDisplay();
- void UpdateApply();
- void UpdateSetupButtons();
- void ChangeSetupButtons();
- void ChangeSetupQuality(int quality);
- void UpdateKey();
- void ChangeKey(EventMsg event);
-
-protected:
- CInstanceManager* m_iMan;
- CRobotMain* m_main;
- CEvent* m_event;
- CD3DEngine* m_engine;
- CInterface* m_interface;
- CParticule* m_particule;
- CCamera* m_camera;
- CSound* m_sound;
-
- Phase m_phase; // copy of CRobotMain
- Phase m_phaseSetup; // tab selected
- Phase m_phaseTerm; // phase trainer/scene/proto
- float m_phaseTime;
-
- GamerPerso m_perso; // perso: description
- GamerPerso m_persoCopy; // perso: copy for cancellation
- int m_persoTab; // perso: tab selected
- float m_persoAngle; // perso: angle of presentation
-
- char m_sceneDir[_MAX_FNAME]; // scene folder
- char m_savegameDir[_MAX_FNAME]; // savegame folder
- char m_publicDir[_MAX_FNAME]; // program folder
- char m_userDir[_MAX_FNAME]; // user folder
- char m_filesDir[_MAX_FNAME]; // case files
-
- int m_index; // 0..4
- int m_chap[10]; // selected chapter (0..8)
- int m_sel[10]; // chosen mission (0..98)
- int m_maxList;
- int m_accessChap;
- char m_sceneRead[100]; // name of the scene to read
- char m_stackRead[100]; // name of the scene to read
- char m_sceneName[20]; // name of the scene to play
- int m_sceneRank; // rank of the scene 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;
-
- int m_userTotal;
- char m_userList[USERLISTMAX][100];
-
- int m_shotDelay; // number of frames before copy
- char m_shotName[100]; // generate a file name
-
- int m_setupSelDevice;
- 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 CTaskReset
- 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
-
- 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;
- bool m_bInitPause;
- CameraType m_initCamera;
-
- int m_partiPhase[10];
- float m_partiTime[10];
- Math::Point m_partiPos[10];
-
- SceneInfo m_sceneInfo[MAXSCENE];
-};
-
-
+// * This file is part of the COLOBOT source code
+// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
+// *
+// * 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://www.gnu.org/licenses/.
+
+// maindialog.h
+
+#pragma once
+
+
+#include "common/struct.h"
+#include "old/camera.h"
+#include "object/robotmain.h"
+
+
+class CInstanceManager;
+class CEvent;
+class CD3DEngine;
+class CInterface;
+class CWindow;
+class CControl;
+class CParticule;
+class CSound;
+
+
+const int USERLISTMAX = 100;
+const int MAXSCENE = 1000;
+
+struct SceneInfo
+{
+ char numTry;
+ char bPassed;
+};
+
+struct GamerPerso
+{
+ int face; // face
+ int glasses; // glasses
+ D3DCOLORVALUE colorHair; // hair color
+ D3DCOLORVALUE colorCombi; // spacesuit volor
+ D3DCOLORVALUE colorBand; // strips color
+};
+
+
+
+class CMainDialog
+{
+public:
+ CMainDialog(CInstanceManager* iMan);
+ ~CMainDialog();
+
+ bool EventProcess(const Event &event);
+ void ChangePhase(Phase phase);
+
+ void SetSceneRead(char* name);
+ void SetStackRead(char* name);
+ void SetSceneName(char* name);
+ void SetSceneRank(int rank);
+ char* RetSceneRead();
+ char* RetStackRead();
+ char* RetSceneName();
+ int RetSceneRank();
+ char* RetSceneDir();
+ bool RetSceneSoluce();
+ char* RetSavegameDir();
+ char* RetPublicDir();
+
+ bool RetTooltip();
+ bool RetGlint();
+ bool RetSoluce4();
+ bool RetMovies();
+ bool RetNiceReset();
+ bool RetHimselfDamage();
+
+ void SetUserDir(char *base, int rank);
+ void BuildSceneName(char *filename, char *base, int rank);
+ void BuildResumeName(char *filename, char *base, int rank);
+ char* RetFilesDir();
+
+ 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();
+
+ bool ReadGamerInfo();
+ bool WriteGamerInfo();
+ void SetGamerInfoTry(int rank, int numTry);
+ int RetGamerInfoTry(int rank);
+ void SetGamerInfoPassed(int rank, bool bPassed);
+ bool RetGamerInfoPassed(int rank);
+ bool NextMission();
+
+ void WriteGamerPerso(char *gamer);
+ void ReadGamerPerso(char *gamer);
+ void SetGamerFace(char *gamer, int face);
+ int RetGamerFace(char *gamer);
+ int RetGamerFace();
+ int RetGamerGlasses();
+ bool RetGamerOnlyHead();
+ float RetPersoAngle();
+ D3DCOLORVALUE RetGamerColorHair();
+ D3DCOLORVALUE RetGamerColorCombi();
+ D3DCOLORVALUE RetGamerColorBand();
+
+ void AllMissionUpdate();
+ void ShowSoluceUpdate();
+
+protected:
+ void GlintMove();
+ void FrameParticule(float rTime);
+ void NiceParticule(Math::Point mouse, bool bPress);
+ void ReadNameList();
+ void UpdateNameList();
+ void UpdateNameEdit();
+ void UpdateNameControl();
+ void UpdateNameFace();
+ void NameSelect();
+ void NameCreate();
+ void NameDelete();
+ void UpdatePerso();
+ void CameraPerso();
+ void FixPerso(int rank, int index);
+ void ColorPerso();
+ void DefPerso();
+ bool IsIOReadScene();
+ void IOReadName();
+ void IOReadList();
+ void IOUpdateList();
+ void IODeleteScene();
+ bool IOWriteScene();
+ bool IOReadScene();
+ int RetChapPassed();
+ void UpdateSceneChap(int &chap);
+ void UpdateSceneList(int chap, int &sel);
+ void UpdateSceneResume(int rank);
+ void UpdateDisplayDevice();
+ void UpdateDisplayMode();
+ void ChangeDisplay();
+ void UpdateApply();
+ void UpdateSetupButtons();
+ void ChangeSetupButtons();
+ void ChangeSetupQuality(int quality);
+ void UpdateKey();
+ void ChangeKey(EventMsg event);
+
+protected:
+ CInstanceManager* m_iMan;
+ CRobotMain* m_main;
+ CEvent* m_event;
+ CD3DEngine* m_engine;
+ CInterface* m_interface;
+ CParticule* m_particule;
+ CCamera* m_camera;
+ CSound* m_sound;
+
+ Phase m_phase; // copy of CRobotMain
+ Phase m_phaseSetup; // tab selected
+ Phase m_phaseTerm; // phase trainer/scene/proto
+ float m_phaseTime;
+
+ GamerPerso m_perso; // perso: description
+ GamerPerso m_persoCopy; // perso: copy for cancellation
+ int m_persoTab; // perso: tab selected
+ float m_persoAngle; // perso: angle of presentation
+
+ char m_sceneDir[_MAX_FNAME]; // scene folder
+ char m_savegameDir[_MAX_FNAME]; // savegame folder
+ char m_publicDir[_MAX_FNAME]; // program folder
+ char m_userDir[_MAX_FNAME]; // user folder
+ char m_filesDir[_MAX_FNAME]; // case files
+
+ int m_index; // 0..4
+ int m_chap[10]; // selected chapter (0..8)
+ int m_sel[10]; // chosen mission (0..98)
+ int m_maxList;
+ int m_accessChap;
+ char m_sceneRead[100]; // name of the scene to read
+ char m_stackRead[100]; // name of the scene to read
+ char m_sceneName[20]; // name of the scene to play
+ int m_sceneRank; // rank of the scene 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;
+
+ int m_userTotal;
+ char m_userList[USERLISTMAX][100];
+
+ int m_shotDelay; // number of frames before copy
+ char m_shotName[100]; // generate a file name
+
+ int m_setupSelDevice;
+ 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 CTaskReset
+ 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
+
+ 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;
+ bool m_bInitPause;
+ CameraType m_initCamera;
+
+ int m_partiPhase[10];
+ float m_partiTime[10];
+ Math::Point m_partiPos[10];
+
+ SceneInfo m_sceneInfo[MAXSCENE];
+};
+
+