quadrilateralcowboy/ui/gamelaserduckwindow.h

75 lines
1.7 KiB
C++

class idGameLaserDuckWindow;
class LaserDuckEntity {
public:
const idMaterial * material;
idStr materialName;
float width, height;
bool visible;
idVec4 entColor;
idVec2 position;
float rotation;
float rotationSpeed;
idVec2 velocity;
bool fadeIn;
bool fadeOut;
idGameLaserDuckWindow * game;
public:
LaserDuckEntity(idGameLaserDuckWindow* _game);
virtual ~LaserDuckEntity();
virtual void WriteToSaveGame( idFile *savefile );
virtual void ReadFromSaveGame( idFile *savefile, idGameLaserDuckWindow* _game );
void SetMaterial(const char* name);
void SetSize( float _width, float _height );
void SetVisible( bool isVisible );
virtual void Update( float timeslice );
virtual void Draw(idDeviceContext *dc);
private:
};
class idGameLaserDuckWindow : public idWindow {
public:
idGameLaserDuckWindow(idUserInterfaceLocal *gui);
idGameLaserDuckWindow(idDeviceContext *d, idUserInterfaceLocal *gui);
~idGameLaserDuckWindow();
virtual void WriteToSaveGame( idFile *savefile );
virtual void ReadFromSaveGame( idFile *savefile );
virtual const char* HandleEvent(const sysEvent_t *event, bool *updateVisuals);
virtual void PostParse();
virtual void Draw(int time, float x, float y);
virtual const char* Activate(bool activate);
virtual idWinVar * GetWinVarByName (const char *_name, bool winLookup = false, drawWin_t** owner = NULL);
private:
void CommonInit();
void ResetGameState();
void UpdateButtons();
void UpdateGame();
virtual bool ParseInternalVar(const char *name, idParser *src);
private:
idWinBool gamerunning;
idWinBool onNewGame;
idList<LaserDuckEntity*> entities;
LaserDuckEntity *duck;
};