// ============================================================== // This file is part of Glest (www.glest.org) // // Copyright (C) 2001-2008 MartiƱo Figueroa // // You can redistribute this code and/or modify it under // the terms of the GNU General Public License as published // by the Free Software Foundation; either version 2 of the // License, or (at your option) any later version // ============================================================== #ifndef _GLEST_GAME_MENUSTATEABOUT_H_ #define _GLEST_GAME_MENUSTATEABOUT_H_ #ifdef WIN32 #include #include #endif #include "main_menu.h" #include "leak_dumper.h" namespace Glest{ namespace Game{ // =============================== // class MenuStateAbout // =============================== class MenuStateAbout: public MenuState{ public: static const int aboutStringCount1= 4; static const int aboutStringCount2= 3; static const int teammateCount= 9; static const int teammateTopLineCount= 5; private: GraphicButton buttonReturn; GraphicLabel labelAdditionalCredits; GraphicLabel labelAbout1[aboutStringCount1]; GraphicLabel labelAbout2[aboutStringCount2]; GraphicLabel labelTeammateName[teammateCount]; GraphicLabel labelTeammateRole[teammateCount]; bool adjustModelText; string loadAdditionalCredits(); bool enableCustomModCredits; Texture2D *customModTexture; int customModTextureX; int customModTextureY; int customModTextureW; int customModTextureH; float customModTextureAlpha; GraphicLabel labelCustomModCredits; public: MenuStateAbout(Program *program, MainMenu *mainMenu); virtual ~MenuStateAbout(); void mouseClick(int x, int y, MouseButton mouseButton); void mouseMove(int x, int y, const MouseState *mouseState); void render(); virtual void keyDown(SDL_KeyboardEvent key); virtual void reloadUI(); }; }}//end namespace #endif