mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2025-02-25 23:43:58 +00:00
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.
123 lines
2.1 KiB
C++
123 lines
2.1 KiB
C++
/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#ifndef __title__
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#define __title__
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#include "StateManager.h"
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class ParticleEffect;
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class Quad;
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class GameOver : public StateObject
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{
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public:
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GameOver();
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void applyState();
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void removeState();
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void update(float dt);
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void onClick();
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Quad *frame1, *frame2, *frame3;
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float timer;
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};
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class Intro2 : public StateObject
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{
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public:
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Intro2();
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void applyState();
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void removeState();
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void update(float dt);
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void skipIntro();
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};
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class BitBlotLogo : public StateObject
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{
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public:
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BitBlotLogo();
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void applyState();
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void removeState();
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void update(float dt);
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void doShortBitBlot();
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void getOut();
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void skipLogo();
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bool watchQuit(float time);
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protected:
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int quitFlag;
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int logo;
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};
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class Hair;
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class ParticleEditor : public StateObject
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{
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public:
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ParticleEditor();
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void applyState();
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void removeState();
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ParticleEffect *emitter;
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void load();
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void start();
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void stop();
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void reload();
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void goToTitle();
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void update(float dt);
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void toggleHair();
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Quad *test;
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protected:
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Hair *hair;
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std::string lastLoadedParticle;
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};
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class Credits : public StateObject
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{
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public:
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Credits();
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void applyState();
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void removeState();
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void update(float dt);
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};
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class Nag : public StateObject
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{
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public:
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Nag();
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void applyState();
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void removeState();
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void update(float dt);
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void onBuy();
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void onExit();
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protected:
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int click;
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bool grab;
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bool hitBuy;
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};
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#endif
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