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LibN2L-4 Library Code Reference

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cGuiSEInt.h

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00001 /************************************************************************
00002 Nova-2 Library (libN2L, or simply n2l) Game development C++ Library
00003 Copyright (C) 2002  Aaron Cameron
00004 
00005 This library is free software; you can redistribute it and/or
00006 modify it under the terms of the GNU Lesser General Public
00007 License as published by the Free Software Foundation; either
00008 version 2.1 of the License, or (at your option) any later version.
00009 
00010 This library is distributed in the hope that it will be useful,
00011 but WITHOUT ANY WARRANTY; without even the implied warranty of
00012 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
00013 Lesser General Public License for more details.
00014 
00015 You should have received a copy of the GNU Lesser General Public
00016 License along with this library; if not, write to the Free Software
00017 Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307 USA
00018 
00019 A copy of the GNU Lesser General Public License has been provided with
00020 this library in the file 'COPYING'.
00021 
00022 Contact information for the author of this library has been provided
00023 with this library in the file 'AUTHOR'.
00024 ************************************************************************/
00025 #ifndef _n2l4_cGuiSEInt_H
00026 #define _n2l4_cGuiSEInt_H
00027 
00028 #include "n2l/n2l.h"
00029 
00030 #define N2L_SLOPPY_SE_ALIVE_STATUS
00031 
00032 namespace n2l
00033 {
00034     class cGuiElement;
00035     class cDynVar;
00036 
00037     /**************************************************************************/
00040     class cGuiSEInt
00041     {
00042     public:
00043         cGuiSEInt();
00044         cGuiSEInt( const cDynVar &iDef );
00045         cGuiSEInt( const tString &iName );
00046         virtual ~cGuiSEInt();
00047 
00048         virtual void load( const cDynVar &iDef );
00049 
00053         virtual void name( const tString &iName );
00054         virtual const tString &name() const;
00055 
00061         virtual const tBool actOn( cGuiElement *const ioElement,
00062             const tUint iTimePassed ) = 0;
00063 
00064         virtual const cAutoPtr<cGuiSEInt> clone() const = 0;
00065 
00066         template <class TSEClass>
00067         static const cAutoPtr<cGuiSEInt> loadNew(
00068             const cDynVar &iDef )
00069         {
00070             return new TSEClass( iDef );
00071         }
00072 
00074         virtual const tBool &alive() const { return mAlive; }
00075 
00076     protected:
00077         virtual void cloneInto(
00078             const cAutoPtr<cGuiSEInt> &ioElement ) const;
00079 
00086         virtual const tBool &alive( const tBool &iVal ) {
00087             return mAlive=iVal;
00088         }
00089 
00090     private:
00091         tString mName;
00092         tBool mAlive;
00093 
00094         void init();
00095 
00096 #       ifdef N2L_SLOPPY_SE_ALIVE_STATUS
00097             friend class cGuiElement;
00098 #       endif
00099         
00100     }; // class
00101 
00102 } // namespace n2l
00103 
00104 #endif
©2012 Aaron Cameron