2D Graphical User Inteface
[Tow Bowl Tactics]

Located in bb5/sdlgui directory. More...

Collaboration diagram for 2D Graphical User Inteface:

Classes

class  sdlvisu::ActionPopup
 Action Popup, used for both action an effort. More...
class  sdlvisu::CmdButton
 A textual button on the right-sided panel, featuring game command. More...
class  sdlvisu::DialogBoxCb
 Base class for DialogBox button handler. More...
class  sdlvisu::DialogBox
 Victor reimplementation of dialog box.Sorry poltuiu I can't reuse your... my system is too different :). More...
class  sdlvisu::DialogHandler
class  sdlvisu::Game
 Main class to create a new game.To destroy when a game is finished. Control all the game. More...
class  sdlvisu::GameButtonCallback
 Base class for GameButton handler. More...
class  sdlvisu::GameButton
 Simple GameButton class for visu. More...
class  sdlvisu::InfoBar
 Game information bar (on the top). More...
class  sdlvisu::Map
 Game map (on the left).It includes field and dugout. More...
class  MenuLight
 Implementation of a 'very light' menu.Inherit of 'ClientApp', a crappy class that does all dirty things a stechec client need: handle command line options, configuration file, opens dynamic library, connect to the server, ... More...
class  sdlvisu::Panel
 Game panel (on the right). More...
class  sdlvisu::RulesCrutch
 Storage kludge for missing features of client rules API.It gathers all informations which should be provided by client rules API, but are not at the moment (because it was not mandatory for console client). This class should be removed when client rules API gets completed. More...
class  sdlvisu::VisuApp
 Implementation of a basic main menu. More...
class  sdlvisu::VisuPlayer
 Player class for visu.Player caracteristics are not stored in this class, they are fetched from Api. More...

Enumerations

enum  sdlvisu::eActionsImageIndex {
  AII_MOVE = 0, AII_DUMMYGOFORIT, AII_BLOCK, AII_DUMMYGATHER,
  AII_PASS, AII_FOUL, AII_BLITZ, AII_DUMMYROLLOVER,
  AII_DUMMYGETUP, AII_TRANSMIT, AII_THROWTM, AII_DUMMYLEAP,
  AII_NB
}
enum  sdlvisu::eEffortsImageIndex {
  EII_MOVE = 0, EII_GOFORIT, EII_BLOCK, EII_GATHER,
  EII_THROW, EII_FOUL, EII_BLITZ, EII_ROLLOVER,
  EII_STANDUP, EII_TRANSMIT, EII_THROWTM, EII_LEAP,
  EII_NB
}
enum  eDlgBoxIcon {
  eDlgIconReferee = 1, eDlgIconError, eDlgIconWarning, eDlgIconSmile,
  eDlgIconSulk, eDlgIconQuestion, eDlgIconInfo, eDlgIconKickOff,
  eDlgIconReserve, eDlgIconArgh, eDlgIconOuch, eDlgIconKO,
  eDlgIconEjected, eDlgIconInjured, eDlgIconDead
}
enum  eDlgBoxButton { eDlgBoxYesNo, eDlgBoxOk, eDlgBoxBlock }
enum  sdlvisu::eDlgAction {
  eDlgActInfo, eDlgActCelebration, eDlgActTouchdooown, eDlgActReroll,
  eDlgActFollow, eDlgActTouchback, eDlgActBlockDice, eDlgActKickOrReceive
}
 

Dialog box type identifier.


enum  sdlvisu::eVisuGameState {
  sdlvisu::VGS_PAUSE = 0, sdlvisu::VGS_SHOWDLGBOX = 10, sdlvisu::VGS_WAITINPUT, sdlvisu::VGS_WAITINIT = 20,
  sdlvisu::VGS_SHOWACTIONPOPUP = 40, sdlvisu::VGS_MAKEEFFORT = 50, sdlvisu::VGS_INPLAY = 60, sdlvisu::VGS_NOTHING = 70
}
 

Visu global status.

Element with lower value (top of the list) will have higher priority.

More...
enum  sdlvisu::eGameScreenChildsZ {
  GSCZ_ACTIONPOPUP = 1, GSCZ_INFOBAR, GSCZ_TEXTBOX, GSCZ_DIALOGBOX,
  GSCZ_PAUSE
}
 

Game screen childs' Z (depth) attributes.

Element with lower value will be on the background.


enum  sdlvisu::eVisuGameCommand {
  VGC_CHAT = 0, VGC_DEBUG, VGC_END, VGC_FORMATION,
  VGC_PAUSE, VGC_QUIT, VGC_LAST = VGC_QUIT
}
 

Visual Game Command.

More...
enum  sdlvisu::eMapChildsZ {
  MCZ_BG = -2, MCZ_RBG = -1, MCZ_VPLAYER = 1, MCZ_VPACIRCLE,
  MCZ_VPSCIRCLE, MCZ_VPNUM, MCZ_VPSTATUS, MCZ_BALL,
  MCZ_MOVE, MCZ_DIFFICULTY, MCZ_BLOCKPUSH
}
 

Map childs' Z (depth) attributes.

Element with lower value will be on the background.



Detailed Description

Located in bb5/sdlgui directory.


Enumeration Type Documentation

See also:
data/general/actions_on.png
See also:
data/general/efforts_on.png

Visual Game Command.

Note:
You can get a stringified version into the class Game.

Visu global status.Element with lower value (top of the list) will have higher priority.

Enumerator:
VGS_PAUSE 

Pause screen is displayed.

VGS_SHOWDLGBOX 

A dialog box is displayed.

VGS_WAITINPUT 

Unused for now.

VGS_WAITINIT 

Wait for game startup.

VGS_SHOWACTIONPOPUP 

Actions popup menu is displayed.

VGS_MAKEEFFORT 

A Player will perform an effort, woow...

VGS_INPLAY 

The game is going on. FIXME: Might be useless...

VGS_NOTHING 

Lowest priority - matched if there is nothing else.

Generated on Mon Apr 5 21:17:25 2010 for Stechec/TBT by  doxygen 1.6.3