/* * 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