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Aquaria/Aquaria/States.h
fgenesis 8472718fb7 Major include refactor; changes to pretty much everything
This untangles some of the gigantic kitchen sink headers
in an attempt to split things into smaller files.
Also don't include gl.h, glext.h, windows.h,
and other such nonsense *everywhere*.

Lots of cleanups on the way too. More dead/unused code removal.

Remove incrFlag(), decrFlag() Lua functions.
2016-07-09 04:18:40 +02:00

123 lines
2.1 KiB
C++

/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria 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 2
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, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef __title__
#define __title__
#include "StateManager.h"
class ParticleEffect;
class Quad;
class GameOver : public StateObject
{
public:
GameOver();
void applyState();
void removeState();
void update(float dt);
void onClick();
Quad *frame1, *frame2, *frame3;
float timer;
};
class Intro2 : public StateObject
{
public:
Intro2();
void applyState();
void removeState();
void update(float dt);
void skipIntro();
};
class BitBlotLogo : public StateObject
{
public:
BitBlotLogo();
void applyState();
void removeState();
void update(float dt);
void doShortBitBlot();
void getOut();
void skipLogo();
bool watchQuit(float time);
protected:
int quitFlag;
int logo;
};
class Hair;
class ParticleEditor : public StateObject
{
public:
ParticleEditor();
void applyState();
void removeState();
ParticleEffect *emitter;
void load();
void start();
void stop();
void reload();
void goToTitle();
void update(float dt);
void toggleHair();
Quad *test;
protected:
Hair *hair;
std::string lastLoadedParticle;
};
class Credits : public StateObject
{
public:
Credits();
void applyState();
void removeState();
void update(float dt);
};
class Nag : public StateObject
{
public:
Nag();
void applyState();
void removeState();
void update(float dt);
void onBuy();
void onExit();
protected:
int click;
bool grab;
bool hitBuy;
};
#endif