Files
wagic/projects/mtg/include/GuiMana.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

46 lines
969 B
C++

#include "string.h"
#include <vector>
#include <hge/hgeparticle.h>
#include "JGE.h"
#include "MTGDefinitions.h"
#include "GameApp.h"
#include "GuiLayers.h"
class ManaIcon : public Pos
{
hgeParticleSystem* particleSys;
JQuad* icon;
float zoomP1, zoomP2, zoomP3, zoomP4, zoomP5, zoomP6;
float xP1, xP2, xP3;
float yP1, yP2, yP3;
float tP1;
float f;
float destx,desty;
public:
enum { ALIVE, WITHERING, DROPPING, DEAD } mode;
int color;
void Render();
void Update(float dt, float shift);
void Wither();
void Drop();
ManaIcon(int color, float x, float y,float destx, float desty);
~ManaIcon();
};
class GuiMana : public GuiLayer
{
protected:
vector<ManaIcon*> manas;
float x, y;
Player * owner;
void RenderStatic();
public:
GuiMana(float x, float y, Player *p);
~GuiMana();
virtual void Render();
virtual void Update(float dt);
virtual int receiveEventPlus(WEvent * e);
virtual int receiveEventMinus(WEvent * e);
};