Files
wagic/projects/mtg/include/Credits.h
wrenczes d5f3e4cfea Enabled precompiled headers for the build. This cuts the win compile time in debug by at least half on my laptop; on the psp compile, it shaves it down by ~ 45 seconds. I only did a cursory inspection of what to add to PrecompiledHeader.h, there's probably more that we can throw in there for more incremental speed improvements.
Also fixed the project includes so that we don't need to always use the indirect include path, ie:
#include "../include/foo.h" -> #include "foo.h"

I'm don't know much about make files - if I busted the linux build, mea culpa, but I think we're okay on that front too.  For future reference, here's the most straightforward link on the topic of adding pch support to make files:

http://www.mercs-eng.com/~hulud/index.php?2008/06/13/6-writing-a-good-makefile-for-a-c-project
2010-10-24 05:55:24 +00:00

54 lines
1.0 KiB
C++

#ifndef _CREDITS_H_
#define _CREDITS_H_
#include <vector>
#include <string>
#include <JGE.h>
#include "WFont.h"
#include <time.h>
#include "Player.h"
class GameApp;
using namespace std;
class CreditBonus{
public:
int value;
string text;
CreditBonus(int _value, string _text);
void Render(float x, float y, WFont * font);
};
class Credits{
private:
time_t gameLength;
int isDifficultyUnlocked();
int isMomirUnlocked();
int isEvilTwinUnlocked();
int isRandomDeckUnlocked();
public:
int value;
Player * p1, *p2;
GameApp * app;
int showMsg;
int unlocked;
JQuad * unlockedQuad;
JTexture * unlockedTex;
string unlockedString;
vector<CreditBonus *> bonus;
Credits();
~Credits();
void compute(Player * _p1, Player * _p2, GameApp * _app);
void Render();
static int unlockRandomSet(bool force = false);
static int unlockSetByName(string name);
static int addCreditBonus(int value);
static int addCardToCollection(int cardId, MTGDeck * collection);
static int addCardToCollection(int cardId);
};
#endif