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/***********************************************************************
created: 11/8/2012
author: Lukas E Meindl
*************************************************************************/
/***************************************************************************
* Copyright (C) 2004 - 2012 Paul D Turner & The CEGUI Development Team
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
***************************************************************************/
#ifndef _First_Person_HUD_
#define _First_Person_HUD_
#include "SampleBase.h"
#include <vector>
namespace CEGUI
{
class GUIContext;
}
struct GamePlate;
enum SelectedWeapon
{
SW_Spoon,
SW_Fork,
SW_Knife,
SW_Count
};
// Sample class
class HUDDemo : public Sample
{
public:
// method to initialse the samples windows and events.
virtual bool initialise(CEGUI::GUIContext* guiContext);
void initGame();
void setupMouseCursor();
// method to perform any required cleanup operations.
virtual void deinitialise();
virtual void onEnteringSample();
virtual void update(float timeSinceLastUpdate);
CEGUI::Window* spawnPlate();
static const CEGUI::String s_imageNamePlate;
static const CEGUI::String s_imageNameBread;
static const CEGUI::String s_imageNamePoo;
static const CEGUI::String s_imageNamePrizza;
static const CEGUI::String s_imageNameSteak;
static const CEGUI::String s_imageNameVegPeople;
static const CEGUI::String s_imageNameVegFruits;
protected:
static const CEGUI::String& getRandomGameImage();
void updateMouseCursor();
void updatePlates(float timeSinceLastUpdate);
bool handlePlateWindowClicked(const CEGUI::EventArgs& args);
bool handleScorePopupAnimationEnded(const CEGUI::EventArgs& args);
bool handleWeaponLeftArrowClicked(const CEGUI::EventArgs& args);
bool handleWeaponRightArrowClicked(const CEGUI::EventArgs& args);
bool handleRestartButtonClicked(const CEGUI::EventArgs& args);
void updateScoreWindow();
void createScorePopup(const CEGUI::Vector2<float>& mousePos, int points);
void handleLivesChanged();
void delayDestroyWindows();
void selectedWeapon(SelectedWeapon weapon);
CEGUI::GUIContext* d_guiContext;
CEGUI::Window* d_root;
CEGUI::Window* d_rootIngame;
CEGUI::Window* d_rootGameOver;
CEGUI::Window* d_mouseCursorWnd;
int d_score;
std::vector<GamePlate*> d_gamePlates;
std::vector<CEGUI::Window*> d_delayDestroyWindows;
CEGUI::ProgressBar* d_lifeBar;
int d_lives;
SelectedWeapon d_selectedWeapon;
};
#endif
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