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GameBearShootWindow.h
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1 /*
2 ===========================================================================
3 
4 Doom 3 GPL Source Code
5 Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
6 
7 This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
8 
9 Doom 3 Source Code is free software: you can redistribute it and/or modify
10 it under the terms of the GNU General Public License as published by
11 the Free Software Foundation, either version 3 of the License, or
12 (at your option) any later version.
13 
14 Doom 3 Source Code is distributed in the hope that it will be useful,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 GNU General Public License for more details.
18 
19 You should have received a copy of the GNU General Public License
20 along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
21 
22 In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
23 
24 If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
25 
26 ===========================================================================
27 */
28 #ifndef __GAME_BEARSHOOT_WINDOW_H__
29 #define __GAME_BEARSHOOT_WINDOW_H__
30 
32 
33 class BSEntity {
34 public:
37  float width, height;
38  bool visible;
39 
42  float rotation;
45 
46  bool fadeIn;
47  bool fadeOut;
48 
50 
51 public:
53  virtual ~BSEntity();
54 
55  virtual void WriteToSaveGame( idFile *savefile );
56  virtual void ReadFromSaveGame( idFile *savefile, idGameBearShootWindow* _game );
57 
58  void SetMaterial(const char* name);
59  void SetSize( float _width, float _height );
60  void SetVisible( bool isVisible );
61 
62  virtual void Update( float timeslice );
63  virtual void Draw(idDeviceContext *dc);
64 
65 private:
66 };
67 
68 
70 public:
74 
75  virtual void WriteToSaveGame( idFile *savefile );
76  virtual void ReadFromSaveGame( idFile *savefile );
77 
78  virtual const char* HandleEvent(const sysEvent_t *event, bool *updateVisuals);
79  virtual void PostParse();
80  virtual void Draw(int time, float x, float y);
81  virtual const char* Activate(bool activate);
82  virtual idWinVar * GetWinVarByName (const char *_name, bool winLookup = false, drawWin_t** owner = NULL);
83 
84 private:
85  void CommonInit();
86  void ResetGameState();
87 
88  void UpdateBear();
89  void UpdateHelicopter();
90  void UpdateTurret();
91  void UpdateButtons();
92  void UpdateGame();
93  void UpdateScore();
94 
95  virtual bool ParseInternalVar(const char *name, idParser *src);
96 
97 private:
98 
103 
104  float timeSlice;
106  bool gameOver;
107 
109  int goalsHit;
112 
113  float bearScale;
116 
117  float turretAngle;
118  float turretForce;
119 
120  float windForce;
122 
124 
131 };
132 
133 #endif //__GAME_BEARSHOOT_WINDOW_H__
void SetMaterial(const char *name)
void SetVisible(bool isVisible)
virtual void Draw(idDeviceContext *dc)
GLenum GLint GLint y
Definition: glext.h:2849
GLuint src
Definition: glext.h:5390
GLenum GLint x
Definition: glext.h:2849
idGameBearShootWindow(idUserInterfaceLocal *gui)
idGameBearShootWindow * game
Definition: File.h:50
virtual void Update(float timeslice)
virtual idWinVar * GetWinVarByName(const char *_name, bool winLookup=false, drawWin_t **owner=NULL)
Definition: Vector.h:52
Definition: Vector.h:808
virtual ~BSEntity()
#define NULL
Definition: Lib.h:88
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
Definition: Window.h:427
virtual void ReadFromSaveGame(idFile *savefile)
virtual void WriteToSaveGame(idFile *savefile)
const GLcharARB * name
Definition: glext.h:3629
idList< BSEntity * > entities
Definition: Str.h:116
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)