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CryGame/IngameDialog.h
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77
CryGame/IngameDialog.h
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//////////////////////////////////////////////////////////////////////
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//
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// Crytek Source code
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// Copyright (c) Crytek 2001-2004
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//
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// IngameDialog.h: interface for the CIngameDialog class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_INGAMEDIALOG_H__F50111D1_2478_41B5_8AC5_5DD6A104BDEA__INCLUDED_)
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#define AFX_INGAMEDIALOG_H__F50111D1_2478_41B5_8AC5_5DD6A104BDEA__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#include <string>
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struct ISystem;
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struct IFFont;
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class CIngameDialogMgr;
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class CIngameDialog
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{
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private:
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CIngameDialog();
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virtual ~CIngameDialog();
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bool Init(CIngameDialogMgr *pMgr, int nId, ISystem *pSystem, int nFillId, const char *pszFontName, const char *pszEffectName, int nSize, string sText,wstring swText, float fTimeout);
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void SetPos(float x, float y);
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float GetHeight() { return m_fH; }
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bool Update();
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friend class CIngameDialogMgr;
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private:
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CIngameDialogMgr *m_pMgr;
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int m_nId;
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float m_fX;
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float m_fY;
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float m_fW;
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float m_fH;
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int m_nSize;
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string m_sText;
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wstring m_swText;
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IRenderer *m_pRenderer;
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IFFont *m_pFont;
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string m_sEffect;
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int m_nFillId;
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float m_fTimeout;
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bool m_bInited;
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};
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// You must use this manager !
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struct SIGDId
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{
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int nId;
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CIngameDialog *pDialog;
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};
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class CIngameDialogMgr
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{
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private:
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int m_nDefaultFillId;
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int m_nNextId;
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IRenderer *m_pRenderer;
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ITimer *m_pTimer;
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std::list<SIGDId*> m_lstDialogs;
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public:
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CIngameDialogMgr();
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~CIngameDialogMgr();
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int AddDialog(ISystem *pSystem, int nFillId, const char *pszFontName, const char *pszEffectName, int nSize, string sText, wstring swText, float fTimeout=0.0f); // return id to dialog
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void RemoveDialog(int nId);
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void Update();
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};
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#endif // !defined(AFX_INGAMEDIALOG_H__F50111D1_2478_41B5_8AC5_5DD6A104BDEA__INCLUDED_)
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