28 #ifndef __GAME_BEARSHOOT_WINDOW_H__
29 #define __GAME_BEARSHOOT_WINDOW_H__
59 void SetSize(
float _width,
float _height );
62 virtual void Update(
float timeslice );
80 virtual void Draw(
int time,
float x,
float y);
81 virtual const char*
Activate(
bool activate);
133 #endif //__GAME_BEARSHOOT_WINDOW_H__
void SetMaterial(const char *name)
void SetVisible(bool isVisible)
virtual void Draw(idDeviceContext *dc)
idGameBearShootWindow(idUserInterfaceLocal *gui)
idGameBearShootWindow * game
virtual void Update(float timeslice)
virtual idWinVar * GetWinVarByName(const char *_name, bool winLookup=false, drawWin_t **owner=NULL)
const idMaterial * material
BSEntity(idGameBearShootWindow *_game)
void SetSize(float _width, float _height)
virtual const char * Activate(bool activate)
virtual bool ParseInternalVar(const char *name, idParser *src)
idUserInterfaceLocal * gui
virtual void ReadFromSaveGame(idFile *savefile)
virtual void WriteToSaveGame(idFile *savefile)
idList< BSEntity * > entities
virtual void Draw(int time, float x, float y)
virtual const char * HandleEvent(const sysEvent_t *event, bool *updateVisuals)
virtual void WriteToSaveGame(idFile *savefile)
virtual void ReadFromSaveGame(idFile *savefile, idGameBearShootWindow *_game)