/* (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_COMPONENT_H #define GAME_CLIENT_COMPONENT_H #include #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 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(); } class IDemoRecorder *DemoRecorder(int Recorder) const { return m_pClient->DemoRecorder(Recorder); } class IServerBrowser *ServerBrowser() const { return m_pClient->ServerBrowser(); } class CLayers *Layers() const { return m_pClient->Layers(); } class CCollision *Collision() const { return m_pClient->Collision(); } class IUpdater *Updater() const { return m_pClient->Updater(); } public: virtual ~CComponent() {} class CGameClient *GameClient() const { return m_pClient; } class IClient *Client() const { return m_pClient->Client(); } virtual void OnStateChange(int NewState, int OldState) {}; virtual void OnConsoleInit() {}; virtual void OnInit() {}; virtual void OnReset() {}; virtual void OnRender() {}; virtual void OnRelease() {}; 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