//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2004 // // This file is part of Scorched3D. // // Scorched3D 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. // // Scorched3D 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 Scorched3D; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA //////////////////////////////////////////////////////////////////////////////// #if !defined(__INCLUDE_TargetRendererh_INCLUDE__) #define __INCLUDE_TargetRendererh_INCLUDE__ #include class TargetRenderer { public: TargetRenderer(); virtual ~TargetRenderer(); virtual void simulate(float frameTime) = 0; virtual void draw(float distance) = 0; // Called during the main drawing loop virtual void drawSecond(float distance) = 0; // Called during the particle drawing loop virtual void draw2d() = 0; // Called during the 2d drawing loop virtual void targetBurnt() = 0; virtual void shieldHit() = 0; virtual void fired() = 0; }; #endif // __INCLUDE_TargetRendererh_INCLUDE__