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cTextCache can now assign colors per char. Fordward declared some classes. cFrameBuffer constructor is now protected.
82 lines
1.3 KiB
C++
82 lines
1.3 KiB
C++
#ifndef EE_GAMINGCGAMEOBJECT_HPP
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#define EE_GAMINGCGAMEOBJECT_HPP
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#include <eepp/gaming/base.hpp>
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#include <eepp/gaming/maphelper.hpp>
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#include <eepp/gaming/clayer.hpp>
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#include <eepp/graphics/renders.hpp>
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using namespace EE::Graphics;
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namespace EE { namespace Gaming {
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class EE_API cGameObject {
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public:
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cGameObject( const Uint32& Flags, cLayer * Layer );
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virtual ~cGameObject();
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virtual void Draw();
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virtual void Update();
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virtual eeVector2f Pos() const;
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virtual void Pos( eeVector2f pos );
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virtual eeVector2i TilePos() const;
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virtual void TilePos( eeVector2i pos );
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virtual eeSize Size();
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virtual Uint32 Type() const;
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virtual bool IsType( const Uint32& type );
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const Uint32& Flags() const;
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Uint32 FlagGet( const Uint32& Flag );
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virtual void FlagSet( const Uint32& Flag );
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void FlagClear( const Uint32& Flag );
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Uint32 Blocked() const;
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void Blocked( bool blocked );
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Uint32 Rotated() const;
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void Rotated( bool rotated );
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Uint32 Mirrored() const;
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void Mirrored( bool mirrored );
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Uint32 Fliped() const;
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void Fliped( bool fliped );
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virtual Uint32 DataId();
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virtual void DataId( Uint32 Id );
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cLayer * Layer() const;
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protected:
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Uint32 mFlags;
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cLayer * mLayer;
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virtual EE_RENDER_MODE RenderModeFromFlags();
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void AutoFixTilePos();
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void AssignTilePos();
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eeFloat GetAngle();
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};
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}}
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#endif
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