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// * 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 "graphics/common/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];
};