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https://github.com/scp-fs2open/fs2open.github.com.git
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137 lines
3.8 KiB
C++
137 lines
3.8 KiB
C++
#pragma once
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#include "lab/dialogs/lab_dialog.h"
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#include "model/modelanim.h"
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class DestroySubsystems : public LabDialog {
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// Called when this dialog is opened via the top toolbar
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void open(Button* /*caller*/) override;
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// Called when the dialog is closed
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void close() override {
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if (dialogWindow != nullptr) {
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dialogWindow->DeleteChildren();
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dialogWindow = nullptr;
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}
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}
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// Called when the global state changes (e.g. other ship/weapon being selected)
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void update(LabMode newLabMode, int classIndex) override;
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// Returns the string to use for the top nav bar
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SCP_string getTitle() override { return "Destroy Subsystems"; }
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// Returns true if it is safe to open this dialog
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bool safeToOpen(LabMode labMode) override { return labMode == LabMode::Ship; }
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private:
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DialogWindow* dialogWindow = nullptr;
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};
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class ChangeLoadout : public LabDialog {
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// Called when this dialog is opened via the top toolbar
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void open(Button* /*caller*/) override;
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// Called when the dialog is closed
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void close() override {
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if (dialogWindow != nullptr) {
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dialogWindow->DeleteChildren();
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dialogWindow = nullptr;
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}
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}
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// Called when the global state changes (e.g. other ship/weapon being selected)
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void update(LabMode newLabMode, int classIndex) override;
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// Returns the string to use for the top nav bar
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SCP_string getTitle() override { return "Change Loadout"; }
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// Returns true if it is safe to open this dialog
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bool safeToOpen(LabMode labMode) override { return labMode == LabMode::Ship; }
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private:
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DialogWindow* dialogWindow = nullptr;
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};
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class WeaponFire : public LabDialog {
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// Called when this dialog is opened via the top toolbar
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void open(Button* /*caller*/) override;
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// Called when the dialog is closed
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void close() override {
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if (dialogWindow != nullptr) {
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dialogWindow->DeleteChildren();
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dialogWindow = nullptr;
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}
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}
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// Called when the global state changes (e.g. other ship/weapon being selected)
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void update(LabMode newLabMode, int classIndex) override;
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// Returns the string to use for the top nav bar
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SCP_string getTitle() override { return "Fire Weapons"; }
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// Returns true if it is safe to open this dialog
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bool safeToOpen(LabMode labMode) override { return labMode == LabMode::Ship; }
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private:
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DialogWindow* dialogWindow = nullptr;
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};
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class AnimationTrigger : public LabDialog {
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// Called when this dialog is opened via the top toolbar
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void open(Button* /*caller*/) override;
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// Called when the dialog is closed
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void close() override;
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// Called when the global state changes (e.g. other ship/weapon being selected)
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void update(LabMode newLabMode, int classIndex) override;
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// Returns the string to use for the top nav bar
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SCP_string getTitle() override { return "Trigger Animations"; }
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// Returns true if it is safe to open this dialog
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bool safeToOpen(LabMode labMode) override { return labMode == LabMode::Ship; }
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private:
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DialogWindow* dialogWindow = nullptr;
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};
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class Actions : public LabDialog {
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public:
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Actions() {
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subDialogs.push_back(new DestroySubsystems());
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subDialogs.push_back(new ChangeLoadout());
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subDialogs.push_back(new WeaponFire());
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subDialogs.push_back(new AnimationTrigger());
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}
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// Called when this dialog is opened via the top toolbar
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void open(Button* /*caller*/) override;
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// Called when the dialog is closed
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void close() override {
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if (dialogWindow != nullptr) {
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dialogWindow->DeleteChildren();
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dialogWindow = nullptr;
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}
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}
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// Called when the global state changes (e.g. other ship/weapon being selected)
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void update(LabMode newLabMode, int classIndex) override;
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// Returns the string to use for the top nav bar
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SCP_string getTitle() override { return "Actions"; }
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// Returns true if it is safe to open this dialog
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bool safeToOpen(LabMode /*labMode*/) override { return true; }
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private:
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DialogWindow* dialogWindow = nullptr;
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SCP_vector<LabDialog*> subDialogs;
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}; |