// generated by Fast Light User Interface Designer (fluid) version 1.0302 #ifndef MainWindow_h #define MainWindow_h #include namespace spades { class Serverbrowser; }; #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include class MainWindow : public Fl_Window { void _MainWindow(); public: MainWindow(int X, int Y, int W, int H, const char *L = 0); MainWindow(int W, int H, const char *L = 0); MainWindow(); private: Fl_Input *quickHostInput; inline void cb_quickHostInput_i(Fl_Input*, void*); static void cb_quickHostInput(Fl_Input*, void*); Fl_Tabs *mainTab; public: Fl_Group *groupAbout; Fl_Help_View *aboutView; private: Fl_Choice *msaaSelect; inline void cb_msaaSelect_i(Fl_Choice*, void*); static void cb_msaaSelect(Fl_Choice*, void*); Fl_Check_Button *fullscreenCheck; inline void cb_fullscreenCheck_i(Fl_Check_Button*, void*); static void cb_fullscreenCheck(Fl_Check_Button*, void*); Fl_Input_Choice *modeSelect; inline void cb_modeSelect_i(Fl_Input_Choice*, void*); static void cb_modeSelect(Fl_Input_Choice*, void*); Fl_Spinner *polyInput; inline void cb_polyInput_i(Fl_Spinner*, void*); static void cb_polyInput(Fl_Spinner*, void*); Fl_Light_Button *eaxCheck; inline void cb_eaxCheck_i(Fl_Light_Button*, void*); static void cb_eaxCheck(Fl_Light_Button*, void*); Fl_Light_Button *softParticleCheck; inline void cb_softParticleCheck_i(Fl_Light_Button*, void*); static void cb_softParticleCheck(Fl_Light_Button*, void*); public: Fl_Light_Button *radiosityCheck; private: inline void cb_radiosityCheck_i(Fl_Light_Button*, void*); static void cb_radiosityCheck(Fl_Light_Button*, void*); public: Fl_Choice *directLightSelect; private: inline void cb_directLightSelect_i(Fl_Choice*, void*); static void cb_directLightSelect(Fl_Choice*, void*); public: Fl_Choice *shaderSelect; private: inline void cb_shaderSelect_i(Fl_Choice*, void*); static void cb_shaderSelect(Fl_Choice*, void*); public: Fl_Light_Button *bloodCheck; private: inline void cb_bloodCheck_i(Fl_Light_Button*, void*); static void cb_bloodCheck(Fl_Light_Button*, void*); public: Fl_Choice *postFilterSelect; private: inline void cb_postFilterSelect_i(Fl_Choice*, void*); static void cb_postFilterSelect(Fl_Choice*, void*); Fl_Input *playerNameInput; inline void cb_playerNameInput_i(Fl_Input*, void*); static void cb_playerNameInput(Fl_Input*, void*); inline void cb_Advanced_i(Fl_Button*, void*); static void cb_Advanced(Fl_Button*, void*); public: Fl_Group *groupReport; Fl_Output *outputGLRenderer; Fl_Output *outputGLVersion; Fl_Output *outputGLSLVersion; Fl_Help_View *glInfoView; protected: Fl_Browser *serverListbox; private: inline void cb_serverListbox_i(Fl_Browser*, void*); static void cb_serverListbox(Fl_Browser*, void*); public: Fl_Check_Button *checkFilterEmpty; private: inline void cb_checkFilterEmpty_i(Fl_Check_Button*, void*); static void cb_checkFilterEmpty(Fl_Check_Button*, void*); public: Fl_Check_Button *checkFilterFull; private: inline void cb_checkFilterFull_i(Fl_Check_Button*, void*); static void cb_checkFilterFull(Fl_Check_Button*, void*); public: Fl_Check_Button *checkFilterV75; private: inline void cb_checkFilterV75_i(Fl_Check_Button*, void*); static void cb_checkFilterV75(Fl_Check_Button*, void*); public: Fl_Check_Button *checkFilterV76; private: inline void cb_checkFilterV76_i(Fl_Check_Button*, void*); static void cb_checkFilterV76(Fl_Check_Button*, void*); public: Fl_Check_Button *checkFilterVOther; private: inline void cb_checkFilterVOther_i(Fl_Check_Button*, void*); static void cb_checkFilterVOther(Fl_Check_Button*, void*); Fl_Box *bannerBox; Fl_Return_Button *connectButton; inline void cb_connectButton_i(Fl_Return_Button*, void*); static void cb_connectButton(Fl_Return_Button*, void*); bool inited; protected: spades::Serverbrowser* browser; private: bool shaderHighCapable; bool postFilterHighCapable; void QuickConnectPressed(); void StartGame(const std::string& host); public: void LoadPrefs(); private: void SavePrefs(); void OpenDetailConfig(); public: void Init(); private: void DisableMSAA(); void MSAAEnabled(); public: void CheckGLCapability(); private: void ServerSelectionChanged(); public: void updateFilters();; ~MainWindow(); }; extern unsigned char aboutText[4625]; #endif