/* Copyright: (c) Kayne Ruse 2014 * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * * 3. This notice may not be removed or altered from any source * distribution. */ #ifndef RESTART_HPP_ #define RESTART_HPP_ //network #include "udp_network_utility.hpp" //graphics #include "image.hpp" #include "raster_font.hpp" #include "button.hpp" //common #include "config_utility.hpp" #include "frame_rate.hpp" #include "combat_data.hpp" #include "character_data.hpp" #include "enemy_data.hpp" //client #include "base_scene.hpp" //std namespace #include class Restart : public BaseScene { public: //Public access members Restart( ConfigUtility* const argConfig, UDPNetworkUtility* const argNetwork, int* const argClientIndex, int* const argAccountIndex, int* const argCharacterIndex, std::map* argCombatMap, std::map* argCharacterMap, std::map* argEnemyMap ); ~Restart(); protected: //Frame loop void Update(double delta); void RenderFrame(); void Render(SDL_Surface* const); //Event handlers void QuitEvent(); void MouseMotion(SDL_MouseMotionEvent const&); void MouseButtonDown(SDL_MouseButtonEvent const&); void MouseButtonUp(SDL_MouseButtonEvent const&); void KeyDown(SDL_KeyboardEvent const&); void KeyUp(SDL_KeyboardEvent const&); //shared parameters ConfigUtility& config; UDPNetworkUtility& network; int& clientIndex; int& accountIndex; int& characterIndex; std::map& combatMap; std::map& characterMap; std::map& enemyMap; //graphics Image image; RasterFont font; //UI Button backButton; FrameRate fps; //auto return std::chrono::steady_clock::time_point startTick; }; #endif