/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of Penumbra Overture.
*
* Penumbra Overture 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 3 of the License, or
* (at your option) any later version.
*
* Penumbra Overture 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 Penumbra Overture. If not, see .
*/
#ifndef GAME_PRE_MENU_H
#define GAME_PRE_MENU_H
#include "StdAfx.h"
#include "GameTypes.h"
using namespace hpl;
class cRaindrop
{
public:
cVector2f vPos;
cVector2f vDir;
float fLength;
float fColor;
cGfxObject *mpGfx;
};
class cInit;
//-------------------------------------------------
class cPreMenu : public iUpdateable
{
public:
cPreMenu(cInit *apInit);
~cPreMenu();
void Reset();
void OnPostSceneDraw();
void OnDraw();
void Update(float afTimeStep);
void OnMouseDown(eMButton aButton);
void OnButtonDown();
void SetActive(bool abX);
bool IsActive(){ return mbActive;}
void OnExit();
private:
void LoadConfig();
cInit *mpInit;
cGraphicsDrawer *mpDrawer;
std::vector mvTextures;
tStringVec mvTexNames;
iTexture* mpLogoTexture;
iTexture* mpEpTexture;
iFontData *mpFont;
iFontData *mpTextFont;
bool mbShowText;
tWStringVec mvTextRows;
int mlCurrentTextChar;
int mlMaxChars;
float mfNewCharCount;
float mfClickCount;
float mfAlpha;
float mfAlphaAdd;
int mlState;
int mlCurrentLogo;
bool mbActive;
float mfStateTimer;
cVector3f mvecLastTextPos;
float mfLastTextSize;
float mfLastTextColor;
float mfLastTextSpeed1;
float mfLastTextSpeed2;
bool mbFadeWindSound;
bool mbFadeRainSound;
bool mbPlayingWindSound;
bool mbPlayingRainSound;
bool mbPlayingThunderSound;
bool mbPlayingMusic;
float mfFontColor;
bool mbFlash;
float mfLogoSizeFactor;
float mfRaindropFade;
cVector3f mvecLogoSize;
float mfLogoFade;
float mfEpFade;
float mfAdd;
iSoundChannel* mpRainSound;
iSoundChannel* mpWindSound;
std::vector mvRaindropVector;
cGfxObject* mpRaindropGfx;
cGfxObject* mpFlashGfx;
};
//---------------------------------------------
#endif // GAME_PRE_MENU_H