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Aquaria/Aquaria/States.h
2013-12-28 04:42:02 +01:00

293 lines
4.6 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 "DSQ.h"
#include "../BBGE/SkeletalSprite.h"
class ParticleEffect;
class Bubble : public Quad
{
public:
Bubble();
protected:
void onUpdate(float dt);
int speed;
};
class GameOver : public StateObject
{
public:
GameOver();
void applyState();
void removeState();
void update(float dt);
void onClick();
Quad *frame1, *frame2, *frame3;
float timer;
};
class Intro : public StateObject
{
public:
Intro();
void applyState();
void removeState();
void update(float dt);
void endIntro();
bool waitQuit(float t);
protected:
void createMeteor(int layer, Vector pos, Vector off, Vector sz);
void clearMeteors();
std::vector<Quad*>meteors;
bool done;
Precacher cachy;
//void update(float dt);
};
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 KeyframeWidget : public Quad
{
public:
KeyframeWidget(int key);
float t;
int key;
static KeyframeWidget *movingWidget;
BitmapText *b;
void shiftLeft();
void shiftRight();
protected:
void onUpdate(float dt);
};
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 AnimationEditor : public StateObject
{
public:
AnimationEditor();
void applyState();
void removeState();
void update(float dt);
void prevKey();
void nextKey();
void newKey();
void deleteKey();
void animate();
void stop();
void animateOrStop();
void newAnim();
void lmbu();
void lmbd();
void rmbu();
void rmbd();
void mmbd();
void constrainMouse();
void reorderKeys();
void saveFile();
void loadFile();
void copyKey();
void pasteKey();
void nextAnim();
void prevAnim();
void quit();
void load();
void loadSkin();
void copy();
void paste();
void cloneBoneAhead();
void zoomIn();
void zoomOut();
void resetScaleOrSave();
void clearRot();
void clearPos();
void flipRot();
void cycleLerpType();
void toggleHideBone();
void undo();
void redo();
void pushUndo();
void clearUndoHistory();
void applyTranslation();
void applyRotation();
void moveNextWidgets(float dt);
std::deque<SkeletalSprite> undoHistory;
int undoEntry;
int currentKey;
int rotOffset;
SkeletalSprite *editSprite;
Bone *editingBone;
int boneEdit;
DebugFont *text, *text2;
void goToTitle();
SkeletalKeyframe copyBuffer;
std::string editingFile;
std::vector<KeyframeWidget*> keyframeWidgets;
void action(int id, int state);
void rebuildKeyframeWidgets();
Vector cursorOffset;
void moveBoneStripPoint(const Vector &mov);
void editStripKey();
void toggleMouseSelection();
void selectPrevBone();
void selectNextBone();
bool mouseSelection;
SkeletalKeyframe buffer;
bool editingStrip;
int selectedStripPoint;
void reverseAnim();
void toggleRenderBorders();
void updateRenderBorders();
bool renderBorders;
void updateEditingBone();
void showAllBones();
void incrTimelineUnit();
void decrTimelineUnit();
void updateTimelineUnit();
void incrTimelineGrid();
void decrTimelineGrid();
void updateTimelineGrid();
DebugFont *gridsize, *unitsize;
};
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