/* (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. */ #ifndef GAME_CLIENT_COMPONENTS_MAPLAYERS_H #define GAME_CLIENT_COMPONENTS_MAPLAYERS_H #include class CMapLayers : public CComponent { friend class CBackground; CLayers *m_pLayers; // todo refactor: maybe remove it and access it through client* int m_Type; int m_CurrentLocalTick; int m_LastLocalTick; bool m_EnvelopeUpdate; void MapScreenToGroup(float CenterX, float CenterY, CMapItemGroup *pGroup, float Zoom = 1.0f); public: enum { TYPE_BACKGROUND=0, TYPE_FOREGROUND, }; CMapLayers(int Type); virtual void OnInit(); virtual void OnRender(); void EnvelopeUpdate(); static void EnvelopeEval(float TimeOffset, int Env, float *pChannels, void *pUser); }; #endif