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Copy pathclickable_ship_segments.h
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clickable_ship_segments.h
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#ifndef CLICKABLE_SHIP_SEGMENTS_H_
#define CLICKABLE_SHIP_SEGMENTS_H_
#include "clickable_gui_elem.h"
namespace game {
/* Head: */
class ClickableHead : public ClickableGuiElem {
public:
ClickableHead(Geometry* geom, Shader* shader, GLFWwindow* window);
void Update(double delta_time, GuiState* gui_state) override;
virtual void ProcessInput(GuiState* gui_state) override;
};
/* Front Body (Left): */
class ClickableFrontBodyLeft : public ClickableGuiElem {
public:
ClickableFrontBodyLeft(Geometry* geom, Shader* shader, GLFWwindow* window);
void Update(double delta_time, GuiState* gui_state) override;
virtual void ProcessInput(GuiState* gui_state) override;
};
/* Front Body (Right): */
class ClickableFrontBodyRight : public ClickableGuiElem {
public:
ClickableFrontBodyRight(Geometry* geom, Shader* shader, GLFWwindow* window);
void Update(double delta_time, GuiState* gui_state) override;
virtual void ProcessInput(GuiState* gui_state) override;
};
/* Left Tail */
class ClickableLeftTail : public ClickableGuiElem {
public:
ClickableLeftTail(Geometry* geom, Shader* shader, GLFWwindow* window);
void Update(double delta_time, GuiState* gui_state) override;
virtual void ProcessInput(GuiState* gui_state) override;
};
/* Right Tail */
class ClickableRightTail : public ClickableGuiElem {
public:
ClickableRightTail(Geometry* geom, Shader* shader, GLFWwindow* window);
void Update(double delta_time, GuiState* gui_state) override;
virtual void ProcessInput(GuiState* gui_state) override;
};
/* Rear Outer */
class ClickableRearOuter : public ClickableGuiElem {
public:
ClickableRearOuter(Geometry* geom, Shader* shader, GLFWwindow* window);
void Update(double delta_time, GuiState* gui_state) override;
virtual void ProcessInput(GuiState* gui_state) override;
};
/* Rear Inner */
class ClickableRearInner : public ClickableGuiElem {
public:
ClickableRearInner(Geometry* geom, Shader* shader, GLFWwindow* window);
void Update(double delta_time, GuiState* gui_state) override;
virtual void ProcessInput(GuiState* gui_state) override;
};
class ClickableRear : public GuiElem {
public:
ClickableRear(Geometry* geom, Shader* shader, GLFWwindow* window);
void Update(double delta_time, GuiState* gui_state) override;
virtual void ProcessInput(GuiState* gui_state) override;
ClickableRearOuter* GetRearOuter() { return rear_outer_; }
ClickableRearInner* GetRearInner() { return rear_inner_; }
protected:
ClickableRearOuter* rear_outer_;
ClickableRearInner* rear_inner_;
};
}
#endif