#ifndef HEADER_FEATURE_UNLOCKED_HPP #define HEADER_FEATURE_UNLOCKED_HPP #include "graphics/irr_driver.hpp" #include "guiengine/screen.hpp" #include "utils/ptr_vector.hpp" namespace irr { namespace scene { class ISceneNode; class ICameraSceneNode; class ILightSceneNode; } } class KartProperties; class Challenge; /** * \brief Screen shown when a feature has been unlocked * \ingroup states_screens */ class FeatureUnlockedCutScene : public GUIEngine::Screen, public GUIEngine::ScreenSingleton { friend class GUIEngine::ScreenSingleton; FeatureUnlockedCutScene(); /** Whichever of these is non-null decides what comes out of the chest */ struct UnlockedThing { /** Will be non-null if this unlocked thing is a kart */ KartProperties* m_unlocked_kart; /** Will be non-empty if this unlocked thing is one or many pictures */ std::vector m_pictures; /** Will be set if this unlocked thing is a picture */ float m_w, m_h; /** used for slideshows */ int m_curr_image; /** Contains whatever is in the chest */ scene::ISceneNode* m_root_gift_node; irr::core::stringw m_unlock_message; UnlockedThing(KartProperties* kart, irr::core::stringw msg); /** * Creates a 'picture' reward. * \param pict the picture to display as reward. * \param w width of the picture to display * \param y height of the picture to display */ UnlockedThing(irr::video::ITexture* pict, float w, float h, irr::core::stringw msg); /** * Creates a 'picture slideshow' reward. * \param picts the pictures to display as reward. * \param w width of the pictures to display * \param y height of the pictures to display */ UnlockedThing(std::vector picts, float w, float h, irr::core::stringw msg); ~UnlockedThing(); }; /** The list of all unlocked things. */ ptr_vector m_unlocked_stuff; /** To store the copy of the KartModel for each unlocked kart. */ ptr_vector m_all_kart_models; /** sky angle, 0-360 */ float m_sky_angle; /** Global evolution of time */ double m_global_time; /** Key position from origin (where the chest is) */ float m_key_pos; /** Angle of the key (from 0 to 1, simply traces progression) */ float m_key_angle; /** The scene node for the sky box. */ irr::scene::ISceneNode *m_sky; /** The scene node for the camera. */ irr::scene::ICameraSceneNode *m_camera; /** The scene node for the animated mesh. */ irr::scene::IAnimatedMeshSceneNode *m_chest; /** The scene node for the light. */ irr::scene::ILightSceneNode* m_light; //#define USE_IRRLICHT_BUG_WORKAROUND #ifdef USE_IRRLICHT_BUG_WORKAROUND scene::IMeshSceneNode *m_avoid_irrlicht_bug; #endif void continueButtonPressed(); public: /** \brief implement optional callback from parent class GUIEngine::Screen */ void onUpdate(float dt, irr::video::IVideoDriver*); /** \brief implement callback from parent class GUIEngine::Screen */ virtual void loadedFromFile(); /** \brief implement callback from parent class GUIEngine::Screen */ void init(); /** \brief implement callback from parent class GUIEngine::Screen */ void tearDown(); void eventCallback(GUIEngine::Widget* widget, const std::string& name, const int playerID); /** Call before showing up the screen to make a kart come out of the chest. 'addUnlockedThings' will invoke this, so you generally don't need to call this directly. */ void addUnlockedKart(KartProperties* unlocked_kart, irr::core::stringw msg); /** Call before showing up the screen to make a picture come out of the chest 'addUnlockedThings' will invoke this, so you generally don't need to call this directly. */ void addUnlockedPicture(irr::video::ITexture* picture, float w, float h, irr::core::stringw msg); /** Call before showing up the screen to make a picture slideshow come out of the chest 'addUnlockedThings' will invoke this, so you generally don't need to call this directly. */ void addUnlockedPictures(std::vector pictures, float w, float h, irr::core::stringw msg); /** Call before showing up the screen to make whatever the passed challenges unlocked * come out of the chest */ void addUnlockedThings(const std::vector unlocked); /** override from base class to handle escape press */ virtual bool onEscapePressed(); }; #endif