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https://github.com/scp-fs2open/fs2open.github.com.git
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* Allow viewing asteroid and debris objects in the Lab * Address feedback * Minor UI string tweak
112 lines
3.7 KiB
C++
112 lines
3.7 KiB
C++
#pragma once
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#include "model/model.h"
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#include "model/animation/modelanimation.h"
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#include "species_defs/species_defs.h"
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enum class LabTurretAimType {
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RANDOM,
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UVEC,
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INITIAL,
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};
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class LabUi {
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public:
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bool show_thrusters = false; // So that it can be toggled on/off based on the lab mode being changed
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void create_ui();
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void object_changed();
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void closeUi();
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private:
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void build_options_menu();
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void build_ship_list() const;
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void build_species_entry(const species_info &species_def, int species_idx) const;
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void build_weapon_list() const;
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void build_weapon_subtype_list() const;
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static void build_object_list();
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static void build_asteroid_list();
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static void build_debris_list();
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void build_background_list() const;
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void show_render_options();
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void show_object_options() const;
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void show_object_selector() const;
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void show_background_selector() const;
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void build_toolbar_entries();
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void build_texture_quality_combobox();
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void build_antialiasing_combobox();
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void build_tone_mapper_combobox();
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void build_model_info_box(ship_info* sip, polymodel* pm) const;
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void build_subsystem_list(object* objp, ship* shipp) const;
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void build_subsystem_list_entry(SCP_string& subsys_name,
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SCP_vector<bool>& show_subsys,
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const size_t& subsys_index,
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ship_subsys* cur_subsys,
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object* objp,
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ship* shipp) const;
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void build_weapon_options(ship* shipp) const;
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void build_primary_weapon_combobox(SCP_string& text,
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weapon_info* wip,
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int& primary_slot) const;
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void build_secondary_weapon_combobox(SCP_string& text, weapon_info* wip, int& secondary_slot) const;
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void build_animation_options(ship* shipp, ship_info* sip) const;
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void create_afterburner_animation_node(
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const SCP_vector<animation::ModelAnimationSet::RegisteredTrigger>& anim_triggers) const;
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void create_secondary_weapon_anim_node(
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ship* shipp,
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ship_info* sip) const;
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void create_primary_weapon_anim_node(
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ship* shipp,
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ship_info* sip) const;
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void build_model_info_box_actual(ship_info* sip, polymodel* pm) const;
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void build_team_color_combobox() const;
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void reset_animations(ship* shipp, ship_info* sip) const;
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void do_triggered_anim(animation::ModelAnimationTriggerType type,
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const SCP_string& name,
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bool direction,
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int subtype = animation::ModelAnimationSet::SUBTYPE_DEFAULT) const;
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void maybe_show_animation_category(const SCP_vector<animation::ModelAnimationSet::RegisteredTrigger>& anim_triggers,
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animation::ModelAnimationTriggerType trigger_type,
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SCP_string label) const;
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// if this is true, the displayed object has changed and so every piece of cached data related to
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// the object must be invalidated
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bool rebuild_after_object_change = false;
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// these flags track the state of open windows. We start with the object selector open and all other
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// subdialogs closed
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bool show_render_options_dialog = false;
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bool show_object_selection_dialog = true;
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bool show_object_options_dialog = false;
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bool show_background_selection_dialog = true;
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// used to track the "Close Lab" function
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bool close_lab = false;
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// various settings from the graphics dialog
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bool enable_model_rotation = false;
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bool show_insignia = false;
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bool show_damage_lightning = false;
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bool animate_subsystems = false;
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bool hide_post_processing = false;
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bool no_particles = false;
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bool diffuse_map = true;
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bool glow_map = true;
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bool spec_map = true;
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bool reflect_map = true;
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bool env_map = true;
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bool normal_map = true;
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bool height_map = true;
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bool misc_map = true;
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bool ao_map = true;
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bool no_glowpoints = false;
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bool use_wireframe_rendering = false;
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bool no_lighting = false;
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bool show_full_detail = false;
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bool show_afterburners = false;
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bool show_weapons = false;
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bool show_emissive_lighting = false;
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bool show_particles = true;
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std::optional<vec3d> volumetrics_pos_backup = std::nullopt;
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}; |