28 #ifndef GAME_EFFECT_HANDLER_H 29 #define GAME_EFFECT_HANDLER_H 31 #include "hpl1/engine/engine.h" 44 void Update(
float afTimeStep);
48 void SetActive(
bool abX);
49 bool IsActive() {
return mbActive; }
51 void SetColor(
const cColor &aColor) { mColor = aColor; }
72 float mfMaxFadeInTime;
74 float mfMaxFadeOutTime;
82 void Start(
float afAmount,
float afTime,
float afFadeInTime,
float afFadeOutTime);
84 void Update(
float afTimeStep);
87 cVector3f GetScreenAdd() {
return mvAdd; }
107 void Update(
float afTimeStep);
112 void NormalSaveUpdate(
float afTimeStep);
113 void AutoSaveUpdate(
float afTimeStep);
146 void SetDisabled(
bool abX);
147 bool IsDisabled() {
return mbDisabled; }
149 void SetActive(
bool abX,
float afFadeTime);
150 bool IsActive() {
return mbActive; }
152 void SetUp(
float afNearPlane,
float afFocalPlane,
float afFarPlane);
154 void SetFocusBody(
iPhysicsBody *apBody) { mpFocusBody = apBody; }
157 void Update(
float afTimeStep);
181 void Start(
float afFadeIn,
float afWhite,
float afFadeOut);
183 void Update(
float afTimeStep);
202 float mfFadeOutSpeed;
223 void Add(
const tWString &asMessage,
float afTime,
bool abRemovePrevious);
225 void Update(
float afTimeStep);
245 void SetActive(
bool abX);
247 void Setup(
float afMaxAngle,
float afSwingLength,
float afGravitySize,
int alDir);
249 void Update(
float afTimeStep);
273 void Update(
float afTimeStep);
298 #endif // GAME_EFFECT_HANDLER_H
Definition: EffectHandler.h:66
Definition: font_data.h:67
Definition: EffectHandler.h:240
Definition: EffectHandler.h:267
Definition: GraphicsDrawer.h:77
Definition: EffectHandler.h:39
Definition: GameSaveArea.h:56
Definition: EffectHandler.h:99
Definition: RendererPostEffects.h:71
Definition: GfxObject.h:38
Definition: PhysicsBody.h:117
Definition: EffectHandler.h:218
Definition: Updateable.h:35
Definition: EffectHandler.h:176
Definition: EffectHandler.h:77
Definition: list_intern.h:51
Definition: EffectHandler.h:207
Definition: EffectHandler.h:141