www.pudn.com > RCApp-src.zip > GUI.h
/* RedEye Project (http://members.ozemail.com.au/~ndmcevoy/) Copyright (C) 2003 Nick McEvoy This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This library 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 Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. ----------------------------------------------------------------- Commented for use with Doxygen (http://www.doxygen.org) ----------------------------------------------------------------- */ /*! \file GUI.h * \brief Game gui. * * This file contains the game gui. */ #ifndef _RE_GAME_GUI_H_ #define _RE_GAME_GUI_H_ // PLIB includes #include#include //! Maximum length of gui strings #define RE_GUI_STRING_MAX 1024 #define RE_LOADING_TEXT "Please wait game is loading..." #define RE_PAUSE_TEXT "Press any key to continue..." // Why derive from puText ... I hear you ask ? // Well because the puObject::setLabel() does not copy // the string buffer !??? ... which is what I want !!!! class reText : public puText { public: reText(int x, int y) : puText(x, y){}; void SetLabel(const char* sText) {strcpy(msText, sText);setLabel(msText);}; private: // Could make this grow ... but hey I'm lazy! :) char msText[RE_GUI_STRING_MAX]; }; class reGameGUI { public: //! Get instance static reGameGUI* GetInstance(); //! GLUT callback handlers void Display(); void Reshape(int w, int h); void Keyboard(unsigned char key, int x, int y, bool bKeyDown); void KeyboardSpecial(int key, int x, int y, bool bKeyDown); void MouseFunc(int button, int state, int x, int y); void MotionFunc(int x, int y); void PassiveMotionFunc(int x, int y); //! Show load level dialog void ShowLoadLevel(); //! Show help dialog void ShowHelp(); //! Set all text off void SetTextOff(); enum eGUIText { eNotifyText, // message in center of screen eStatusText, // message in bottom left of screen ePlayerText, eDebugText }; //! Set text void SetText(eGUIText eText, const char* sText, bool bOn); void SetTextOn(eGUIText eText, bool bOn); //! Destructor ~reGameGUI(); protected: //! Constructor is protected as this class is a singleton reGameGUI(); private: //! The one and only instance static reGameGUI* mpInstance; reText mNotifyText; reText mStatusText; reText mPlayerText; reText mDebugText; }; //! Get the one and only instance inline reGameGUI* reGetGameGUI() {return reGameGUI::GetInstance();}; #endif // _RE_GAME_GUI_H_