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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 "graphics/core/color.h"
#include "object/robotmain.h"
#include "app/pausemanager.h"
#include <boost/filesystem.hpp>
#include <boost/algorithm/string.hpp>
#include <vector>
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 & GetPublicDir();
bool GetTooltip();
bool GetGlint();
bool GetSoluce4();
bool GetMovies();
bool GetNiceReset();
bool GetHimselfDamage();
void SetUserDir(char *base, int rank);
void BuildSceneName(std::string &filename, char *base, int rank);
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();
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 UpdateDisplayDevice();
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_sceneDir; // scene folder
std::string m_savegameDir; // savegame folder
std::string m_publicDir; // program folder
std::string m_userDir; // user 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<std::string> m_userList;
int m_shotDelay; // number of frames before copy
std::string m_shotName; // 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;
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<fs::path> m_saveList;
};
} // namespace Ui
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