ddnet/src/game/client/component.h

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef GAME_CLIENT_COMPONENT_H
#define GAME_CLIENT_COMPONENT_H
#include <engine/input.h>
#include "gameclient.h"
class CComponent
{
protected:
friend class CGameClient;
CGameClient *m_pClient;
// perhaps propagte pointers for these as well
class IKernel *Kernel() const { return m_pClient->Kernel(); }
class IGraphics *Graphics() const { return m_pClient->Graphics(); }
class ITextRender *TextRender() const { return m_pClient->TextRender(); }
class IClient *Client() const { return m_pClient->Client(); }
class IInput *Input() const { return m_pClient->Input(); }
class IStorage *Storage() const { return m_pClient->Storage(); }
class CUI *UI() const { return m_pClient->UI(); }
class ISound *Sound() const { return m_pClient->Sound(); }
class CRenderTools *RenderTools() const { return m_pClient->RenderTools(); }
class IConsole *Console() const { return m_pClient->Console(); }
class IDemoPlayer *DemoPlayer() const { return m_pClient->DemoPlayer(); }
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class IDemoRecorder *DemoRecorder() const { return m_pClient->DemoRecorder(); }
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class IServerBrowser *ServerBrowser() const { return m_pClient->ServerBrowser(); }
class CLayers *Layers() const { return m_pClient->Layers(); }
class CCollision *Collision() const { return m_pClient->Collision(); }
public:
virtual ~CComponent() {}
virtual void OnStateChange(int NewState, int OldState) {};
virtual void OnConsoleInit() {};
virtual void OnInit() {};
virtual void OnReset() {};
virtual void OnRender() {};
virtual void OnRelease() {};
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virtual void OnMapLoad() {};
virtual void OnMessage(int Msg, void *pRawMsg) {}
virtual bool OnMouseMove(float x, float y) { return false; }
virtual bool OnInput(IInput::CEvent e) { return false; }
};
#endif