fysxasteroids/asteroids/View.h

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#ifndef _VIEW_H
#define _VIEW_H
#include "ViewBase.h"
#include "OverlayBase.h"
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#include "mathlib.h"
#include "Sprite.h"
#include "EntityBase.h"
#include "SimpleConsoleOverlay.h"
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namespace asteroids {
struct ShipEntity;
struct AsteroidEntity;
struct RocketEntity;
struct BackgroundStar {
vector3d position;
};
/** \brief Performs the actual drawing based on Camera and Model
*/
class View : public Engine::ViewBase {
public:
virtual ~View() {};
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protected:
/** \brief Initializes the system */
virtual int OnInit (int argc, char* argv[]);
virtual void OnDestroy ();
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/** \brief Updates the camera for further drawing */
virtual void UpdateCamera ();
private:
void DrawUi();
void DrawUiMainMenu();
void DrawUiGameRunning();
void DrawUiGameOver();
void DrawUiLevelComplete();
void DrawUiGamePaused();
void DrawUiPlayerDied();
void DrawUiHighscore();
void DrawUiEnterPlayername();
virtual void Draw ();
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virtual void DrawWorld ();
void DrawStars ();
void DrawEntity (Engine::EntityBase *entity);
void DrawShip (ShipEntity *ship);
void DrawAsteroid (AsteroidEntity *asteroid);
void DrawRocket (RocketEntity *asteroid);
void DrawShipPart (Engine::EntityBase *entity);
// boost::shared_ptr<MenuOverlay> mMenuOverlay;
// boost::shared_ptr<Engine::SimpleConsoleOverlay> mConsoleOverlay;
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std::vector<BackgroundStar> mBackgroundStars;
std::vector<unsigned int> mShipPartsEntityIds;
// \todo [high] add Resource Manager!
Engine::Sprite mGUIShipSprite;
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Engine::Sprite mAsteroidSprite;
Engine::Sprite mShipSprite;
Engine::Sprite mShipThrustSprite;
Engine::Sprite mShipPartsSprite;
float screen_left;
float screen_right;
float screen_top;
float screen_bottom;
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virtual bool OnReceiveEvent (const Engine::EventBasePtr &event);
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};
}
#endif // _VIEW_H