/* * This file is part of the Colobot: Gold Edition source code * Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam * http://epsiteс.ch; http://colobot.info; http://github.com/colobot * * 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://gnu.org/licenses */ // maindialog.h #pragma once #include "graphics/core/color.h" #include "object/robotmain.h" #include "app/pausemanager.h" #include #include #include namespace fs = boost::filesystem; class CEventQueue; class CSoundInterface; namespace Gfx { class CEngine; class CParticle; } namespace Ui { class CInterface; class CWindow; class CControl; const int USERLISTMAX = 100; const int MAXSCENE = 1000; struct SceneInfo { char numTry; char bPassed; }; struct GamerPerso { int face; // face int glasses; // glasses Gfx::Color colorHair; // hair color Gfx::Color colorCombi; // spacesuit volor Gfx::Color colorBand; // strips color }; class CMainDialog { public: CMainDialog(); ~CMainDialog(); bool EventProcess(const Event &event); void ChangePhase(Phase phase); void SetSceneRead(const char* name); void SetStackRead(const char* name); void SetSceneName(const char* name); void SetSceneRank(int rank); std::string & GetSceneRead(); std::string & GetStackRead(); char* GetSceneName(); int GetSceneRank(); const char* GetSceneDir(); bool GetSceneSoluce(); std::string GetSavegameDir(); std::string & GetPHYSFSSavegameDir(); std::string & GetPublicDir(); bool GetTooltip(); bool GetGlint(); bool GetSoluce4(); bool GetMovies(); bool GetNiceReset(); bool GetHimselfDamage(); void BuildSceneName(std::string &filename, char *base, int rank, bool sceneFile = true); void BuildResumeName(char *filename, char *base, int rank); std::string & GetFilesDir(); 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 GetGamerInfoTry(int rank); void SetGamerInfoPassed(int rank, bool bPassed); bool GetGamerInfoPassed(int rank); bool NextMission(); void WriteGamerPerso(char *gamer); void ReadGamerPerso(char *gamer); void SetGamerFace(char *gamer, int face); int GetGamerFace(char *gamer); int GetGamerFace(); int GetGamerGlasses(); bool GetGamerOnlyHead(); float GetPersoAngle(); Gfx::Color GetGamerColorHair(); Gfx::Color GetGamerColorCombi(); Gfx::Color GetGamerColorBand(); void AllMissionUpdate(); void ShowSoluceUpdate(); std::string& GetUserLevelName(int id); protected: void GlintMove(); void FrameParticle(float rTime); void NiceParticle(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 GetChapPassed(); void UpdateSceneChap(int &chap); void UpdateSceneList(int chap, int &sel); void UpdateSceneResume(int rank); void UpdateDisplayMode(); void ChangeDisplay(); void UpdateApply(); void UpdateSetupButtons(); void ChangeSetupButtons(); void ChangeSetupQuality(int quality); void UpdateKey(); void ChangeKey(EventType event); protected: CApplication* m_app; CRobotMain* m_main; CEventQueue* m_eventQueue; Gfx::CEngine* m_engine; CInterface* m_interface; Gfx::CParticle* m_particle; Gfx::CCamera* m_camera; CSoundInterface* m_sound; CPauseManager* m_pause; 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 std::string m_savegameDir; // savegame folder std::string m_publicDir; // program folder std::string m_filesDir; // 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; std::string m_sceneRead; // name of the scene to read std::string m_stackRead; // 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; std::vector m_userList; int m_shotDelay; // number of frames before copy std::string m_shotName; // generate a file name 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 bool m_bBlood; // 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; PauseType m_bInitPause; Gfx::CameraType m_initCamera; int m_partiPhase[10]; float m_partiTime[10]; Math::Point m_partiPos[10]; SceneInfo m_sceneInfo[MAXSCENE]; std::vector m_saveList; }; } // namespace Ui