//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2003 // // This file is part of Scorched3D. // // Scorched3D 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 2 of the License, or // (at your option) any later version. // // Scorched3D 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 Scorched3D; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA //////////////////////////////////////////////////////////////////////////////// #if !defined(__INCLUDE_PlayerDialogh_INCLUDE__) #define __INCLUDE_PlayerDialogh_INCLUDE__ #include #include #include #include #include #include #include #include class PlayerDialog : public GLWWindow, public GLWButtonI, public GLWDropDownI { public: static PlayerDialog *instance(); virtual void display(); virtual void draw(); // Inherited from GLWWindow virtual void keyDown(char *buffer, unsigned int keyState, KeyboardHistory::HistoryElement *history, int hisCount, bool &skipRest); // Inherited from GLWButtonI virtual void buttonDown(unsigned int id); // GLWDropDownI virtual void select(unsigned int id, const int pos, GLWSelectorEntry value); protected: PlayerDialog(); virtual ~PlayerDialog(); static PlayerDialog *instance_; GLWDropDownText *typeDropDown_; GLWDropDownText *teamDropDown_; GLWDropDownColor *colorDropDown_; GLWLabel *colorLabel_; GLWLabel *teamLabel_; GLWTankViewer *viewer_; GLWTextBox *playerName_; GLWImageList *imageList_; GLWTip avatarTip1_, avatarTip2_; GLTexture colorTexture_; unsigned int allocatedTeam_; unsigned int okId_, cancelId_; unsigned int currentPlayerId_; void nextPlayer(); int getCurrentTeam(); unsigned int getNextPlayer(unsigned int current); }; #endif