- removed every references to the gameobserver singleton. This object can now be instantiated several times as it's needed for minmax. To be able to do that, I mostly added a reference to a gameobserver from any targetable object (cards, players, spells) and abilities.
27 lines
563 B
C++
27 lines
563 B
C++
#ifndef _GUIPHASEBAR_H_
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#define _GUIPHASEBAR_H_
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#include "GuiLayers.h"
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#include "PhaseRing.h"
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#include "WEvent.h"
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class GuiPhaseBar: public GuiLayer, public PlayGuiObject
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{
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protected:
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Phase* phase;
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float angle;
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float zoomFactor;
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public:
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GuiPhaseBar(GameObserver* observer);
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~GuiPhaseBar();
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void Update(float dt);
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virtual void Render();
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virtual int receiveEventMinus(WEvent * e);
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virtual ostream& toString(ostream& out) const;
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virtual void Entering();
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virtual bool Leaving(JButton key);
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};
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#endif // _GUIPHASEBAR_H_
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