📄 radarmap.h.svn-base
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#ifndef GAME_RADAR_MAP_H
#define GAME_RADAR_MAP_H
#include "common/entity.h"
#include "common/graphicEntity.h"
#include "common/attachEntity.h"
class iRadarEntity : public iSingleAttacheeEntity
{
public:
iRadarEntity(Entity &e) : iSingleAttacheeEntity(e)
{
}
virtual ~iRadarEntity()
{
}
DWORD color;
};
class RadarMap : public Entity, public MultiAttacher
{
public:
RadarMap(cAni::iAnimResManager &arm) : graphicEntity(*this, arm)
{
}
Point2f pos;
virtual iEntity *getEntityInterface(EntityInterfaceId id);
virtual void step(float gameTime, float deltaTime)
{
gameTime, deltaTime;
}
void init(const char *xml)
{
graphicEntity.init(xml);
}
protected:
class GraphicEntity : public iGraphicEntity
{
public:
GraphicEntity(RadarMap &rm, cAni::iAnimResManager &arm) : iGraphicEntity(rm, arm)
{
anim = 0;
}
virtual ~GraphicEntity()
{
if (anim)
{
iSystem::GetInstance()->release(anim);
anim = 0;
}
}
void init(const char *xml)
{
if (!anim)
{
anim = iSystem::GetInstance()->createAnimation(1);
}
anim->setAnimData(animResManager.getAnimData(xml), 0);
}
virtual void render(float gameTime, float deltaTime);
protected:
const RadarMap &getEntity() const
{
return *(const RadarMap *)&entity;
}
iAnimation *anim;
};
GraphicEntity graphicEntity;
};
#endif//GAME_RADAR_MAP_H
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