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// Pingus - A free Lemmings clone
// Copyright (C) 1999 Ingo Ruhnke <grumbel@gmx.de>
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef HEADER_PINGUS_PINGUS_COMPONENTS_ACTION_BUTTON_HPP
#define HEADER_PINGUS_PINGUS_COMPONENTS_ACTION_BUTTON_HPP
#include "engine/gui/rect_component.hpp"
#include "pingus/state_sprite.hpp"
class Server;
class GameSession;
class ActionHolder;
class Vector;
/** ArmageddonButton, press it to start the armageddon and to turn all
pingus into bomber
\sa Client */
class ArmageddonButton : public GUI::RectComponent
{
private:
Server* server;
bool pressed;
float press_time;
Sprite sprite;
Sprite background;
Sprite backgroundhl;
public:
ArmageddonButton(Server*, int x, int y);
virtual ~ArmageddonButton();
void draw(DrawingContext& gc);
void update(float);
void on_primary_button_click (int x, int y);
private:
ArmageddonButton (const ArmageddonButton&);
ArmageddonButton& operator= (const ArmageddonButton&);
};
/** Fast Forward button, press it to let the game run faster, press it
again to return to normal speed
\sa Client */
class ForwardButton : public GUI::RectComponent
{
private:
GameSession* session;
Sprite surface;
Sprite background;
Sprite backgroundhl;
public:
ForwardButton(GameSession*, int x, int y);
virtual ~ForwardButton();
void draw(DrawingContext& gc);
void on_primary_button_press (int x, int y);
void on_primary_button_release (int x, int y);
private:
ForwardButton (const ForwardButton&);
ForwardButton& operator= (const ForwardButton&);
};
/** Pause button, press it to pause the game, press it again to
continue
\sa Client */
class PauseButton : public GUI::RectComponent
{
private:
GameSession* session;
Sprite surface;
Sprite background;
Sprite backgroundhl;
public:
PauseButton(GameSession*, int x, int y);
virtual ~PauseButton();
void draw(DrawingContext& gc);
void on_primary_button_click (int x, int y);
private:
PauseButton (const PauseButton&);
PauseButton& operator= (const PauseButton&);
};
#endif /* ACTIONBUTTON */
/* EOF */
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