/* (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_EMOTICON_H
#define GAME_CLIENT_COMPONENTS_EMOTICON_H
#include
#include
class CEmoticon : public CComponent
{
bool m_WasActive;
bool m_Active;
vec2 m_SelectorMouse;
int m_SelectedEmote;
int m_SelectedEyeEmote;
static void ConKeyEmoticon(IConsole::IResult *pResult, void *pUserData);
static void ConEmote(IConsole::IResult *pResult, void *pUserData);
public:
CEmoticon();
virtual int Sizeof() const override { return sizeof(*this); }
virtual void OnReset() override;
virtual void OnConsoleInit() override;
virtual void OnRender() override;
virtual void OnRelease() override;
virtual bool OnCursorMove(float x, float y, IInput::ECursorType CursorType) override;
void Emote(int Emoticon);
void EyeEmote(int EyeEmote);
};
#endif