Game Development Reference
In-Depth Information
class HumanView : public IGameView
{
protected:
GameViewId
m_ViewId;
ActorId
m_ActorId;
// this ProcessManager is for things like button animations, etc.
ProcessManager *m_pProcessManager;
DWORD m_currTick;
// time right now
DWORD m_lastDraw;
// last time the game rendered
bool m_runFullSpeed;
// set to true if you want to run full speed
virtual void VRenderText() { };
public:
bool LoadGame(TiXmlElement* pLevelData);
protected:
virtual bool VLoadGameDelegate(TiXmlElement* pLevelData) { return true; }
public:
// Implement the IGameView interface
virtual HRESULT VOnRestore();
virtual void VOnRender(double fTime, float fElapsedTime );
virtual void VOnLostDevice();
virtual GameViewType VGetType() { return GameView_Human; }
virtual GameViewId VGetId() const { return m_ViewId; }
virtual void VOnAttach(GameViewId vid, optional<ActorId> aid)
{
m_ViewId = vid;
m_ActorId = aid;
}
virtual LRESULT CALLBACK VOnMsgProc( AppMsg msg );
virtual void VOnUpdate( int deltaMilliseconds );
// Virtual methods to control the layering of interface elements
virtual void VPushElement(shared_ptr<IScreenElement> pElement);
virtual void VRemoveElement(shared_ptr<IScreenElement> pElement);
void TogglePause(bool active);
HumanView();
HumanView(D3DCOLOR background);
˜
ScreenElementList m_ScreenElements;
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