49 const int USERLISTMAX = 100;
50 const int MAXSCENE = 1000;
78 bool EventProcess(
const Event &event);
79 void ChangePhase(Phase phase);
81 void SetSceneRead(
const char* name);
82 void SetStackRead(
const char* name);
83 void SetSceneName(
const char* name);
84 void SetSceneRank(
int rank);
85 std::string & GetSceneRead();
86 std::string & GetStackRead();
89 const char* GetSceneDir();
90 bool GetSceneSoluce();
91 std::string & GetSavegameDir();
92 std::string & GetPublicDir();
99 bool GetHimselfDamage();
101 void BuildScenePath(std::string &filename,
char *base,
int rank,
bool sceneFile =
true);
102 void BuildResumeName(
char *filename,
char *base,
int rank);
103 std::string & GetFilesDir();
106 void StartDeleteObject();
107 void StartDeleteGame(
char *gamer);
109 void StartDialog(
Math::Point dim,
bool bFire,
bool bOK,
bool bCancel);
110 void FrameDialog(
float rTime);
117 void SetupMemorize();
120 bool ReadGamerInfo();
121 bool WriteGamerInfo();
122 void SetGamerInfoTry(
int rank,
int numTry);
123 int GetGamerInfoTry(
int rank);
124 void SetGamerInfoPassed(
int rank,
bool bPassed);
125 bool GetGamerInfoPassed(
int rank);
128 void WriteGamerPerso(
char *gamer);
129 void ReadGamerPerso(
char *gamer);
130 void SetGamerFace(
char *gamer,
int face);
131 int GetGamerFace(
char *gamer);
133 int GetGamerGlasses();
134 bool GetGamerOnlyHead();
135 float GetPersoAngle();
140 void AllMissionUpdate();
141 void ShowSoluceUpdate();
143 std::string& GetUserLevelName(
int id);
145 void MakeSaveScreenshot(
const std::string& name);
149 void FrameParticle(
float rTime);
152 void UpdateNameList();
153 void UpdateNameEdit();
154 void UpdateNameControl();
155 void UpdateNameFace();
161 void FixPerso(
int rank,
int index);
164 bool IsIOReadScene();
168 void IODeleteScene();
172 void UpdateSceneChap(
int &chap);
173 void UpdateSceneList(
int chap,
int &sel);
174 void UpdateSceneResume(
int rank);
175 void UpdateDisplayMode();
176 void ChangeDisplay();
178 void UpdateSetupButtons();
179 void ChangeSetupButtons();
180 void ChangeSetupQuality(
int quality);
205 std::string m_savegameDir;
206 std::string m_publicDir;
207 std::string m_filesDir;
214 std::string m_sceneRead;
215 std::string m_stackRead;
216 char m_sceneName[20];
221 bool m_accessMission;
227 std::vector<std::string> m_userList;
230 std::string m_shotName;
241 bool m_bHimselfDamage;
242 bool m_bCameraScroll;
243 bool m_bCameraInvertX;
244 bool m_bCameraInvertY;
252 int m_loadingCounter;
256 bool m_bDialogDelete;
261 PauseType m_bInitPause;
264 int m_partiPhase[10];
265 float m_partiTime[10];
270 std::vector<std::string> m_saveList;
CameraType
Type of camera.
Definition: camera.h:45
Definition: maindialog.h:70
Definition: controller.h:32
Definition: maindialog.h:59
CRobotMain - main class of Colobot game engine.
Global event queue.
Definition: event.h:751
Definition: robotmain.h:172
Particle engine.
Definition: particle.h:268
Definition: maindialog.h:53
Color structs and related functions.
2D point
Definition: point.h:49
Main application.
Definition: app.h:187
Camera moving in 3D scene.
Definition: camera.h:133
Management of pause modes.
Namespace for (new) graphics code.
Definition: app.h:49
The graphics engine.
Definition: engine.h:684
RGBA color.
Definition: color.h:38
EventType
Type of event message.
Definition: event.h:38
Event sent by system, interface or game.
Definition: event.h:678
Definition: pausemanager.h:44
Definition: interface.h:58
Sound plugin interface.
Definition: sound.h:151