//----------------------------------------------------------------------------------- // // Torque Network Library - ZAP example multiplayer vector graphics space game // Copyright (C) 2004 GarageGames.com, Inc. // For more information see http://www.opentnl.org // // 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 2 of the License, or // (at your option) any later version. // // For use in products that are not compatible with the terms of the GNU // General Public License, alternative licensing options are available // from GarageGames.com. // // 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 _UICREDITS_H_ #define _UICREDITS_H_ #include "UI.h" #include "game.h" namespace Zap { class CreditsFX { protected: bool activated; public: CreditsFX(); void setActive(bool active) { activated = active; } bool isActive() { return activated; } virtual void updateFX(U32 delta) = 0; virtual void render() = 0; }; class CreditsScroller : public CreditsFX { //typedef CreditsFX Parent; public: enum Credits { MaxCreditLen = 32, CreditSpace = 200, }; private: struct ProjectInfo { const char *titleBuf; const char *copyBuf; Point currPos; } mProjectInfo; struct CreditsInfo { const char *nameBuf; const char *jobBuf; Point currPos; }; Vector credits; void readCredits(const char *file); S32 mTotalSize; public: CreditsScroller(); void updateFX(U32 delta); void render(); }; // Credits UI class CreditsUserInterface : public UserInterface { Vector fxList; public: ~CreditsUserInterface() { for(S32 i = 0; i < fxList.size(); i++) { delete fxList[i]; fxList[i] = NULL; fxList.erase(i); } fxList.clear(); } void onActivate(); void addFX(CreditsFX *fx) { fxList.push_back(fx); } void idle(U32 t) { for(S32 i = 0; i < fxList.size(); i++) if(fxList[i]->isActive()) fxList[i]->updateFX(t); } void render(); void quit(); void onControllerButtonDown(U32 button) { quit(); } void onKeyDown(U32 key) { quit(); } // exit for now }; extern CreditsUserInterface gCreditsUserInterface; } #endif