forked from abartlett139/Omni
-
Notifications
You must be signed in to change notification settings - Fork 0
/
MainMenu.h
106 lines (97 loc) · 1.94 KB
/
MainMenu.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
#pragma once
#ifndef MAINMENU_H
#define MAINMENU_H
#include "GameState.h"
// Forward declerations to eliminate header file cycles
class Input;
class Mouse;
class WindowControl;
class Sprite;
class Texture;
class FileIOHelper;
class MainMenu: public GameState
{
private:
//
bool m_Init;
Sprite* m_Sprite;
Texture* m_ButtonOver;
Texture* m_ButtonDefault;
Texture* m_Background;
WindowControl* wc;
public:
MainMenu();
~MainMenu( );
bool Init( );
void Enter( );
void Render( );
void Update( );
void Exit( GameState* nextState );
void ProcessMessages( UINT msg, WPARAM wParam, LPARAM lParam, void * Data );
};
class Story : public GameState
{
private:
//
bool m_Init;
Sprite* m_Sprite;
Texture* m_ButtonOver;
Texture* m_ButtonDefault;
Texture* m_Background;
Texture* m_TextBox;
FileIOHelper* m_File;
WindowControl* wc;
public:
Story();
~Story();
bool Init();
void Enter();
void Render();
void Update();
void Exit(GameState* nextState);
void ProcessMessages(UINT msg, WPARAM wParam, LPARAM lParam, void * Data);
};
class Credits : public GameState
{
private:
bool m_Init;
Sprite* m_Sprite;
Texture* m_ButtonOver;
Texture* m_ButtonDefault;
Texture* m_Background;
Texture* m_TextBox;
FileIOHelper* m_File;
WindowControl* wc;
public:
Credits();
~Credits();
bool Init();
void Enter();
void Render();
void Update();
void Exit(GameState* nextState);
void ProcessMessages(UINT msg, WPARAM wParam, LPARAM lParam, void * Data);
};
class Options : public GameState
{
private:
bool m_Init;
Sprite* m_Sprite;
Texture* m_ButtonOver;
Texture* m_ButtonDefault;
Texture* m_Background;
Texture* m_SlideBar;
Texture* m_Slider;
Texture* m_SliderOver;
WindowControl* wc;
public:
Options();
~Options();
bool Init();
void Enter();
void Render();
void Update();
void Exit(GameState* nextState);
void ProcessMessages(UINT msg, WPARAM wParam, LPARAM lParam, void * Data);
};
#endif // !MAINMENU_H