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153 lines
3.5 KiB
C++
153 lines
3.5 KiB
C++
// ==============================================================
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// This file is part of Glest (www.glest.org)
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//
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// Copyright (C) 2001-2008 Martio Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#ifndef _GLEST_GAME_MAINMENU_H_
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#define _GLEST_GAME_MAINMENU_H_
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#include "lang.h"
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#include "console.h"
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#include "vec.h"
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#include "world.h"
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#include "program.h"
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#include "components.h"
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#include "menu_background.h"
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#include "game_settings.h"
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#include "leak_dumper.h"
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namespace Glest{ namespace Game{
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//misc consts
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class MapInfo {
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public:
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Vec2i size;
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int players;
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string desc;
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MapInfo() {
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size = Vec2i(0,0);
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players = 0;
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desc = "";
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}
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};
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struct ScenarioInfo
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{
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int difficulty;
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ControlType factionControls[GameConstants::maxPlayers];
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int teams[GameConstants::maxPlayers];
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string factionTypeNames[GameConstants::maxPlayers];
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float resourceMultipliers[GameConstants::maxPlayers];
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string mapName;
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string tilesetName;
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string techTreeName;
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bool defaultUnits;
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bool defaultResources;
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bool defaultVictoryConditions;
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string desc;
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bool fogOfWar;
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bool fogOfWar_exploredFlag;
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};
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class MenuState;
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// =====================================================
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// class MainMenu
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//
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/// Main menu ProgramState
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// =====================================================
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class MainMenu: public ProgramState {
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private:
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static MenuState *oldstate;
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//up
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Program *program;
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//shared
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GameSettings gameSettings;
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MenuBackground menuBackground;
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MenuState *state;
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//shared
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int mouseX, mouseY;
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int mouse2dAnim;
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int fps, lastFps;
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public:
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MainMenu(Program *program);
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~MainMenu();
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MenuBackground *getMenuBackground() {return &menuBackground;}
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const MenuBackground *getConstMenuBackground() const {return &menuBackground;}
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virtual void render();
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virtual void update();
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virtual void tick();
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virtual void init();
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virtual void mouseMove(int x, int y, const MouseState *mouseState);
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virtual void mouseDownLeft(int x, int y);
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virtual void mouseDownRight(int x, int y);
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virtual void keyDown(SDL_KeyboardEvent key);
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virtual void keyUp(SDL_KeyboardEvent key);
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virtual void keyPress(SDL_KeyboardEvent key);
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void setState(MenuState *state);
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virtual bool isInSpecialKeyCaptureEvent();
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int getMouseX() const {return mouseX;}
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int getMouseY() const {return mouseY;}
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int getMouse2dAnim() const {return mouse2dAnim;}
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virtual void consoleAddLine(string line);
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};
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// ===============================
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// class MenuState
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// ===============================
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class MenuState {
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protected:
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Program *program;
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MainMenu *mainMenu;
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Camera camera;
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const char *containerName;
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Console console;
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public:
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MenuState(Program *program, MainMenu *mainMenu, const string &stateName);
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virtual ~MenuState();
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virtual void mouseClick(int x, int y, MouseButton mouseButton)=0;
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virtual void mouseMove(int x, int y, const MouseState *mouseState)=0;
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virtual void render()=0;
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virtual void update(){};
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virtual void keyDown(SDL_KeyboardEvent key){};
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virtual void keyPress(SDL_KeyboardEvent c){};
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virtual void keyUp(SDL_KeyboardEvent key){};
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const Camera *getCamera() const {return &camera;}
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virtual bool isInSpecialKeyCaptureEvent() { return false; }
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virtual void consoleAddLine(string line);
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};
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}}//end namespace
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#endif
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