openspades/Sources/Gui/MainWindow.h
2013-08-22 22:39:39 +09:00

100 lines
3.1 KiB
C++

// generated by Fast Light User Interface Designer (fluid) version 1.0302
#ifndef MainWindow_h
#define MainWindow_h
#include <FL/Fl.H>
#include <FL/Fl_Window.H>
#include <string>
#include <vector>
#include <FL/Fl_Input.H>
#include <FL/Fl_Tabs.H>
#include <FL/Fl_Group.H>
#include <FL/Fl_Help_View.H>
#include <FL/Fl_Choice.H>
#include <FL/Fl_Check_Button.H>
#include <FL/Fl_Input_Choice.H>
#include <FL/Fl_Spinner.H>
#include <FL/Fl_Light_Button.H>
#include <FL/Fl_Button.H>
#include <FL/Fl_Box.H>
#include <FL/Fl_Return_Button.H>
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*);
public:
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 *advancedLensCheck;
inline void cb_advancedLensCheck_i(Fl_Light_Button*, void*);
static void cb_advancedLensCheck(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*);
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*);
Fl_Box *bannerBox;
inline void cb_Connect_i(Fl_Return_Button*, void*);
static void cb_Connect(Fl_Return_Button*, void*);
bool inited;
void QuickConnectPressed();
void StartGame(const std::string& host);
public:
void LoadPrefs();
private:
void SavePrefs();
void OpenDetailConfig();
public:
void Init();
private:
void DisableMSAA();
void MSAAEnabled();
};
extern unsigned char aboutText[3447];
#endif