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237fdc76db
As this method does not depend on any game components it is be moved to the engine graphics interface.
35 lines
1,011 B
C++
35 lines
1,011 B
C++
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef GAME_CLIENT_COMPONENTS_EMOTICON_H
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#define GAME_CLIENT_COMPONENTS_EMOTICON_H
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#include <base/vmath.h>
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#include <game/client/component.h>
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class CEmoticon : public CComponent
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{
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bool m_WasActive;
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bool m_Active;
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vec2 m_SelectorMouse;
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int m_SelectedEmote;
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int m_SelectedEyeEmote;
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static void ConKeyEmoticon(IConsole::IResult *pResult, void *pUserData);
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static void ConEmote(IConsole::IResult *pResult, void *pUserData);
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public:
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CEmoticon();
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virtual int Sizeof() const override { return sizeof(*this); }
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virtual void OnReset() override;
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virtual void OnConsoleInit() override;
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virtual void OnRender() override;
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virtual void OnRelease() override;
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virtual bool OnCursorMove(float x, float y, IInput::ECursorType CursorType) override;
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void Emote(int Emoticon);
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void EyeEmote(int EyeEmote);
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};
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#endif
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