d55dfb90e4
I've added the handle and avatar fields back into the PlayerInfo section in the network code, because I need to be able to load a specific file when a new player is created. This wasn't forseen, but it's fine. i'm leaving the fields in ClientInfo as well, because LobbyMenu is using them to login to the server. PlayerIndex is now a shared parameter. I've shifted some code around in InWorld, however the overall logic is the same. This build (as well as the last) does not compile.
52 lines
1.4 KiB
C++
52 lines
1.4 KiB
C++
/* Copyright: (c) Kayne Ruse 2013
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#ifndef SPLASHSCREEN_HPP_
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#define SPLASHSCREEN_HPP_
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#include "base_scene.hpp"
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#include "config_utility.hpp"
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#include "image.hpp"
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#include <chrono>
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class SplashScreen : public BaseScene {
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public:
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//Public access members
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SplashScreen(ConfigUtility* const);
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~SplashScreen();
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protected:
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//Frame loop
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void Update(double delta);
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void Render(SDL_Surface* const);
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//shared parameters
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ConfigUtility& config;
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//members
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std::chrono::steady_clock::time_point startTick;
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Image logo;
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};
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#endif
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