stk-code_catmod/src/states_screens/feature_unlocked.hpp

182 lines
6.1 KiB
C++

//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2010-2015 SuperTuxKart-Team
//
// 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, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#ifndef HEADER_FEATURE_UNLOCKED_HPP
#define HEADER_FEATURE_UNLOCKED_HPP
#include "graphics/irr_driver.hpp"
#include "guiengine/screen.hpp"
#include "race/race_manager.hpp"
#include "utils/ptr_vector.hpp"
#include <memory>
namespace irr {
namespace scene { class ISceneNode; class ICameraSceneNode;
class ILightSceneNode; }
}
namespace SP
{
class SPTexture;
}
class KartModel;
class KartProperties;
class ChallengeData;
/**
* \brief Screen shown when a feature has been unlocked
* \ingroup states_screens
*/
class FeatureUnlockedCutScene : public GUIEngine::CutsceneScreen,
public GUIEngine::ScreenSingleton<FeatureUnlockedCutScene>
{
friend class GUIEngine::ScreenSingleton<FeatureUnlockedCutScene>;
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 */
const KartProperties* m_unlocked_kart;
std::string m_unlock_model;
/** Will be non-empty if this unlocked thing is one or many pictures */
std::vector<irr::video::ITexture*> m_pictures;
std::vector<std::shared_ptr<SP::SPTexture> > m_sp_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;
scene::ISceneNode* m_side_1;
scene::ISceneNode* m_side_2;
float m_scale;
irr::core::stringw m_unlock_message;
UnlockedThing(const std::string &model, const irr::core::stringw &msg);
UnlockedThing(const KartProperties* kart, const 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,
const 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<irr::video::ITexture*> picts, float w, float h,
const irr::core::stringw &msg);
~UnlockedThing();
};
/** The list of all unlocked things. */
PtrVector<UnlockedThing, HOLD> m_unlocked_stuff;
/** To store the copy of the KartModel for each unlocked kart. */
PtrVector<KartModel> m_all_kart_models;
/** Global evolution of time */
float 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;
void continueButtonPressed();
public:
virtual void onCutsceneEnd() OVERRIDE;
/** \brief implement optional callback from parent class GUIEngine::Screen */
void onUpdate(float dt) OVERRIDE;
/** \brief implement callback from parent class GUIEngine::Screen */
virtual void loadedFromFile() OVERRIDE;
/** \brief implement callback from parent class GUIEngine::Screen */
void init() OVERRIDE;
/** \brief implement callback from parent class GUIEngine::Screen */
void tearDown() OVERRIDE;
void eventCallback(GUIEngine::Widget* widget, const std::string& name,
const int playerID) OVERRIDE;
void findWhatWasUnlocked(RaceManager::Difficulty difficulty,
std::vector<const ChallengeData*>& unlocked);
/** 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(const KartProperties* unlocked_kart);
/** 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,
const 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<irr::video::ITexture*> pictures,
float w, float h, irr::core::stringw msg);
void addUnlockedTrack(const Track* track);
void addUnlockedGP(const GrandPrixData* gp);
/** Call before showing up the screen to make whatever the passed challenges unlocked
* come out of the chest */
// unused for now... maybe this could could useful later?
/*
void addUnlockedThings(const std::vector<const ChallengeData*> unlocked);
*/
void addTrophy(RaceManager::Difficulty difficulty, bool is_grandprix);
/** override from base class to handle escape press */
virtual bool onEscapePressed() OVERRIDE;
virtual MusicInformation* getInGameMenuMusic() const OVERRIDE;
};
#endif