#ifndef STAR_MAIN_INTERFACE_HPP #define STAR_MAIN_INTERFACE_HPP #include "StarInventory.hpp" #include "StarInteractionTypes.hpp" #include "StarItemDescriptor.hpp" #include "StarGameTypes.hpp" #include "StarInterfaceCursor.hpp" #include "StarMainInterfaceTypes.hpp" #include "StarWarping.hpp" namespace Star { STAR_CLASS(UniverseClient); STAR_CLASS(WorldPainter); STAR_CLASS(Item); STAR_CLASS(Chat); STAR_CLASS(ClientCommandProcessor); STAR_CLASS(OptionsMenu); STAR_CLASS(WirePane); STAR_CLASS(ActionBar); STAR_CLASS(TeamBar); STAR_CLASS(StatusPane); STAR_CLASS(ContainerPane); STAR_CLASS(CraftingPane); STAR_CLASS(MerchantPane); STAR_CLASS(CodexInterface); STAR_CLASS(SongbookInterface); STAR_CLASS(QuestLogInterface); STAR_CLASS(AiInterface); STAR_CLASS(PopupInterface); STAR_CLASS(ConfirmationDialog); STAR_CLASS(JoinRequestDialog); STAR_CLASS(TeleportDialog); STAR_CLASS(LabelWidget); STAR_CLASS(Cinematic); STAR_CLASS(NameplatePainter); STAR_CLASS(QuestIndicatorPainter); STAR_CLASS(RadioMessagePopup); STAR_CLASS(Quest); STAR_CLASS(QuestTrackerPane); STAR_CLASS(ContainerInteractor); STAR_CLASS(ScriptPane); STAR_CLASS(ChatBubbleManager); STAR_CLASS(CanvasWidget); STAR_STRUCT(GuiMessage); STAR_CLASS(MainInterface); struct GuiMessage { GuiMessage(); GuiMessage(String const& message, float cooldown, float spring = 0); String message; float cooldown; float springState; }; class MainInterface { public: enum RunningState { Running, ReturnToTitle }; MainInterface(UniverseClientPtr client, WorldPainterPtr painter, CinematicPtr cinematicOverlay); ~MainInterface(); RunningState currentState() const; MainInterfacePaneManager* paneManager(); bool escapeDialogOpen() const; void openCraftingWindow(Json const& config, EntityId sourceEntityId = NullEntityId); void openMerchantWindow(Json const& config, EntityId sourceEntityId = NullEntityId); void togglePlainCraftingWindow(); bool windowsOpen() const; MerchantPanePtr activeMerchantPane() const; // Return true if this event was consumed or should be handled elsewhere. bool handleInputEvent(InputEvent const& event); // Return true if mouse / keyboard events are currently locked here bool inputFocus() const; // If input is focused, should MainInterface also accept text input events? bool textInputActive() const; void handleInteractAction(InteractAction interactAction); // Handles incoming client messages, aims main player, etc. void update(float dt); // Render things e.g. quest indicators that should be drawn in the world // behind interface e.g. chat bubbles void renderInWorldElements(); void render(); Vec2F cursorWorldPosition() const; void toggleDebugDisplay(); bool isDebugDisplayed(); void doChat(String const& chat, bool addToHistory); void queueMessage(String const& message, Maybe cooldown, float spring); void queueMessage(String const& message); void queueItemPickupText(ItemPtr const& item); void queueJoinRequest(pair> request); bool fixedCamera() const; void warpToOrbitedWorld(bool deploy = false); void warpToOwnShip(); void warpTo(WarpAction const& warpAction); CanvasWidgetPtr fetchCanvas(String const& canvasName, bool ignoreInterfaceScale = false); struct ScriptPaneInfo { ScriptPanePtr scriptPane; Json config; EntityId sourceEntityId; bool visible; Vec2I position; }; void takeScriptPanes(List& out); void reviveScriptPanes(List& panes); private: PanePtr createEscapeDialog(); float interfaceScale() const; unsigned windowHeight() const; unsigned windowWidth() const; Vec2I mainBarPosition() const; void renderBreath(); void renderMessages(); void renderMonsterHealthBar(); void renderSpecialDamageBar(); void renderMainBar(); void renderWindows(); void renderDebug(); void updateCursor(); void renderCursor(); bool overButton(PolyI buttonPoly, Vec2I const& mousePos) const; bool overlayClick(Vec2I const& mousePos, MouseButton mouseButton); void displayScriptPane(ScriptPanePtr& scriptPane, EntityId sourceEntity); GuiContext* m_guiContext{nullptr}; MainInterfaceConfigConstPtr m_config; InterfaceCursor m_cursor; RunningState m_state{Running}; UniverseClientPtr m_client; WorldPainterPtr m_worldPainter; CinematicPtr m_cinematicOverlay; MainInterfacePaneManager m_paneManager; QuestLogInterfacePtr m_questLogInterface; InventoryPanePtr m_inventoryWindow; CraftingPanePtr m_plainCraftingWindow; CraftingPanePtr m_craftingWindow; MerchantPanePtr m_merchantWindow; CodexInterfacePtr m_codexInterface; OptionsMenuPtr m_optionsMenu; ContainerPanePtr m_containerPane; PopupInterfacePtr m_popupInterface; ConfirmationDialogPtr m_confirmationDialog; JoinRequestDialogPtr m_joinRequestDialog; TeleportDialogPtr m_teleportDialog; QuestTrackerPanePtr m_questTracker; ScriptPanePtr m_mmUpgrade; ScriptPanePtr m_collections; Map m_interactionScriptPanes; StringMap m_canvases; ChatPtr m_chat; ClientCommandProcessorPtr m_clientCommandProcessor; RadioMessagePopupPtr m_radioMessagePopup; WirePanePtr m_wireInterface; ActionBarPtr m_actionBar; Vec2I m_cursorScreenPos{}; ItemSlotWidgetPtr m_cursorItem; Maybe m_cursorTooltip; LabelWidgetPtr m_planetText; GameTimer m_planetNameTimer; GameTimer m_debugSpatialClearTimer; GameTimer m_debugMapClearTimer; RectF m_debugTextRect{RectF::null()}; NameplatePainterPtr m_nameplatePainter; QuestIndicatorPainterPtr m_questIndicatorPainter; ChatBubbleManagerPtr m_chatBubbleManager; bool m_disableHud{false}; String m_lastCommand; LinkedList m_messages; HashMap> m_itemDropMessages; unsigned m_messageOverflow{}; GuiMessagePtr m_overflowMessage; List>> m_queuedJoinRequests; EntityId m_lastMouseoverTarget{NullEntityId}; GameTimer m_stickyTargetingTimer; int m_portraitScale{}; EntityId m_specialDamageBarTarget{NullEntityId}; float m_specialDamageBarValue{}; ContainerInteractorPtr m_containerInteractor; }; } #endif