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LxS::Game::BattleResult Class Reference

displayable battle result More...

#include <battleresult.hpp>

Inheritance diagram for LxS::Game::BattleResult:
Inheritance graph
Collaboration diagram for LxS::Game::BattleResult:
Collaboration graph

Public Types

enum  Rendermode { ForReal, ForCoords3D, ForCoordsGame }
 purpose of rendering. ForReal is "to display", ForCoords3D is "to determine where user has clicked" More...
 

Public Member Functions

void SetHeader (const std::string h)
 header of battle result. i.e. "Victory!"
 
void SetLoot (const std::string loot)
 items that were loted
 
void SetXP (int xp)
 experience points gained from battle
 
void Initialize ()
 load resources, prepare to display
 
void Refresh ()
 rearrange
 
void MovementHandler ()
 rearrange after movement
 
void ResizeHandler ()
 rearrange after resizing
 
virtual void EraseChildren ()
 remove all children
 
virtual void AttachChildAtFront (Window *child)
 attach child - first to be drawn, first on auto-generated layouts
 
virtual void AttachChild (Window *child)
 attach child at end
 
virtual void DetachChild (Window *child)
 detach particular child
 
virtual void OnFocus ()
 window appears
 
virtual void ReplaceChild (Window *old_child, Window *new_child)
 replace child. new is emplaced at position right before old one
 
virtual void Render (Rendermode mode)
 render something
 
virtual void Render (Renderable::Rendermode mode)
 rendering routine of a window
 
void SaveFile ()
 for autosave routine or else
 
virtual void Animate (float dt)
 some windows are animated
 
virtual void Clicked (float x, float y)
 
virtual void Released (float x, float y)
 
virtual void Dragged (float x, float y)
 
virtual void DraggedAngle (float x, float y)
 as degrees given current camera angle!
 
virtual unsigned long GetTexelsCount ()
 sum of dimensionsxdepths of all textures
 
virtual unsigned long GetFacesCount ()
 all 3D faces
 
void UnloadResources ()
 free resources to save some space
 
WindowGetRoot ()
 recursive GetParent;
 
WindowGetParent ()
 Return parent window.
 
float GetX ()
 return position x (from bottom left corner)
 
float GetY ()
 return position y (from bottom left corner)
 
float GetWidth ()
 return height of the window
 
float GetHeight ()
 return width of the window
 
virtual float SetX (float f)
 set position x (from bottom left corner)
 
virtual float SetY (float f)
 set position y (from bottom left corner)
 
virtual float SetWidth (float f)
 set width of the window
 
virtual float SetHeight (float f)
 set height of the window
 
virtual void SetWH (float w, float h)
 set width and height of the window
 
virtual void SetYX (float y, float x)
 set position - both coords (from bottom left corner)
 
virtual void JoystickAxes (int Axis, const float *direction)
 
virtual void SetParent (Window *_parent)
 set pointer to parent window
 
virtual void Maximize ()
 maximize
 
virtual void MenuButtonPressed ()
 menu button - on android phone (no such button on iphone)
 
virtual void BackButtonPressed ()
 back button - on android phone (no such button on iphone)
 
float GetInitializedPercentage ()
 0= uninitialized; 100=ready; other? for progress bars
 
virtual void RefreshAssets ()
 To facilitate refreshing app after switching OpenGL Context (as in Android lifecycle)
 

Protected Types

typedef Windowchilddata
 typedef of pointer to window
 
typedef std::vector< childdatachildvector
 typedef for vector of contained windows
 

Protected Member Functions

void ReplaceSelf (Window *replacement)
 replace reference to this in parent window for a new window does not delete this from main memory - only swaps pointer in parent window
 

Protected Attributes

Windowclicked
 which subwindow may be clicked?
 
childvector children
 windows within this window
 
float initialized_percentage
 0-100; 0- just constructed; 100 - redy to render; 0-100 - for progressbar
 

Detailed Description

displayable battle result

Member Enumeration Documentation

purpose of rendering. ForReal is "to display", ForCoords3D is "to determine where user has clicked"

Enumerator
ForReal 

proper rendering for display

ForCoords3D 

rendering for coordinate detection

ForCoordsGame 

for detection of ingame coordinate system - unused

Member Function Documentation

void ContainerWindow::Clicked ( float  x,
float  y 
)
virtualinherited

window was clicked; coordinates from left-bottom corner of the window

Reimplemented from LxS::Windowing::Window.

Reimplemented in LxS::Game::MapWindow, LxS::Windowing::Form, LxS::Game::Help::Help, and LxS::Game::Help::HintBox.

void ContainerWindow::Dragged ( float  x,
float  y 
)
virtualinherited

object within window is dragged; coordinates from left-bottom corner of the window

Reimplemented from LxS::Windowing::Window.

Reimplemented in LxS::Windowing::VirtualKeypad, LxS::Game::MapWindow, LxS::Windowing::Form, and LxS::Game::Help::Help.

virtual void LxS::Windowing::Window::JoystickAxes ( int  Axis,
const float *  direction 
)
inlinevirtualinherited

axis-numbering: 0-1, left analog X-Y; 2-3, right analog 4-7 - nothing; 8 d-pad up; 9 dpad right; 10 dpad down; 11 dpad left 12 - l2, 13-r2, 14- l1, 15 - r1 16 - triangle, 17 - circle, 18 - cross, 19 - square; 20 - nothing

Reimplemented in LxS::Game::MapWindow, Labyrinth::Root, LxS::Windowing::Root, and SWCE::RaceSelectionForm.

void ContainerWindow::Released ( float  x,
float  y 
)
virtualinherited

window was pressed and released; coordinates from left-bottom corner of the window

Reimplemented from LxS::Windowing::Window.

Reimplemented in LxS::Game::MapWindow, and LxS::Windowing::Form.


The documentation for this class was generated from the following files: