Emergency 20 Dokumentation  4.2.0
IngameHud-inl.h
Go to the documentation of this file.
1 // Copyright (C) 2012-2018 Promotion Software GmbH
2 
3 
4 //[-------------------------------------------------------]
5 //[ Includes ]
6 //[-------------------------------------------------------]
8 
9 
10 //[-------------------------------------------------------]
11 //[ Namespace ]
12 //[-------------------------------------------------------]
13 namespace em5
14 {
15 
16 
17  //[-------------------------------------------------------]
18  //[ Public methods ]
19  //[-------------------------------------------------------]
21  {
22  // It's safe in here to cast the pointer to a reference because we know that the pointer is never ever a null pointer
23  QSF_ASSERT(nullptr != mBaseHudLayer, "The base HUD layer instance is invalid", QSF_REACT_NONE);
24  return *mBaseHudLayer;
25  }
26 
28  {
29  // It's safe in here to cast the pointer to a reference because we know that the pointer is never ever a null pointer
30  QSF_ASSERT(nullptr != mChatWindow, "The chat window instance is invalid", QSF_REACT_NONE);
31  return *mChatWindow;
32  }
33 
35  {
36  return mMessageWindow;
37  }
38 
40  {
41  return mWarblerFeedWindow;
42  }
43 
45  {
46  // It's safe in here to cast the pointer to a reference because we know that the pointer is never ever a null pointer
47  QSF_ASSERT(nullptr != mSupervisorWindow, "The supervisor window instance is invalid", QSF_REACT_NONE);
48  return *mSupervisorWindow;
49  }
50 
52  {
53  // It's safe in here to cast the pointer to a reference because we know that the pointer is never ever a null pointer
54  QSF_ASSERT(nullptr != mFullscreenVideoWindow, "The video window instance is invalid", QSF_REACT_NONE);
55  return *mFullscreenVideoWindow;
56  }
57 
59  {
60  return mMiniMapWindow;
61  }
62 
64  {
65  // It's safe in here to cast the pointer to a reference because we know that the pointer is never ever a null pointer
66  QSF_ASSERT(nullptr != mUnitOverviewWindow, "The unit overview window instance is invalid", QSF_REACT_NONE);
67  return *mUnitOverviewWindow;
68  }
69 
71  {
72  // It's safe in here to cast the pointer to a reference because we know that the pointer is never ever a null pointer
73  QSF_ASSERT(nullptr != mSEKDroneScanWindow, "The SEK scan window instance is invalid", QSF_REACT_NONE);
74  return *mSEKDroneScanWindow;
75  }
76 
78  {
79  return mVehicleOrderBar;
80  }
81 
83  {
84  // It's safe in here to cast the pointer to a reference because we know that the pointer is never ever a null pointer
85  QSF_ASSERT(nullptr != mVehicleSelectionWindow, "The VehicleSelectionWindow instance is invalid", QSF_REACT_NONE);
86  return *mVehicleSelectionWindow;
87  }
88 
90  {
91  // It's safe in here to cast the pointer to a reference because we know that the pointer is never ever a null pointer
92  QSF_ASSERT(nullptr != mVehicleOrderWindow, "The VehicleOrderWindow instance is invalid", QSF_REACT_NONE);
93  return *mVehicleOrderWindow;
94  }
95 
97  {
98  return mMenuBar;
99  }
100 
102  {
103  // It's never safe to blindly dereference a pointer - otherwise we wouldn't need a pointer at all
104  QSF_ASSERT(nullptr != mBuyUpgradeDataSource, "The Buy-/Upgrade datasouce instance is invalid", QSF_REACT_THROW);
105  return *mBuyUpgradeDataSource;
106  }
107 
109  {
110  // It's never safe to blindly dereference a pointer - otherwise we wouldn't need a pointer at all
111  QSF_ASSERT(nullptr != mIngameHighscoreDatasource, "The online highscore datasouce instance is invalid", QSF_REACT_THROW);
112  return *mIngameHighscoreDatasource;
113  }
114 
115 
116 //[-------------------------------------------------------]
117 //[ Namespace ]
118 //[-------------------------------------------------------]
119 } // em5
Definition: ActionPriority.h:13
Vehicle order window.
Definition: VehicleOrderWindow.h:51
Supervisor puppeteer.
Definition: SupervisorWindow.h:45
Base layer for the in-game HUD.
Definition: BaseHudLayer.h:30
SEKDroneScanWindow & getSEKDroneScanWindow() const
Return the SEK drone scan window instance.
Definition: IngameHud-inl.h:70
Definition: FullscreenVideoWindow.h:48
#define QSF_REACT_THROW
Definition: ErrorHandling.h:203
SupervisorWindow & getSupervisorWindow() const
Return the supervisor window instance.
Definition: IngameHud-inl.h:44
IngameHighscoreDatasource & getIngameHighscoreDatasource() const
Return the datasource of the campaign score.
Definition: IngameHud-inl.h:108
EMERGENCY 5 in-game information bar.
Definition: MenuBar.h:54
EMERGENCY 5 mini-map window HUD element.
Definition: MiniMapWindow.h:63
#define QSF_REACT_NONE
Definition: ErrorHandling.h:199
EMERGENCY 5 SEK drone scan HUD element.
Definition: SEKDroneScanWindow.h:56
Data grid used to display the current buyable upgrades.
Definition: BuyUpgradeDataSource.h:32
Ingame highscore datasource.
Definition: IngameHighscoreDatasource.h:39
FullscreenVideoWindow & getFullscreenVideoWindow() const
Return the fullscreen video window instance.
Definition: IngameHud-inl.h:51
Unit overview window.
Definition: UnitOverviewWindow.h:58
Definition: ChatWindow.h:31
BuyUpgradeDataSource & getBuyUpgradeDataSouce() const
Return the buy-/upgrade datasource.
Definition: IngameHud-inl.h:101
MiniMapWindow * getMiniMapWindow() const
Return the mini-map window instance.
Definition: IngameHud-inl.h:58
VehicleSelectionWindow & getVehicleSelectionWindow() const
Return the vehicle selection window instance.
Definition: IngameHud-inl.h:82
ChatWindow & getChatWindow() const
Return the chat window instance.
Definition: IngameHud-inl.h:27
MessageWindow * getMessageWindow() const
Return the message window instance.
Definition: IngameHud-inl.h:34
VehicleOrderWindow & getVehicleOrderWindow() const
Return the vehicle order window instance.
Definition: IngameHud-inl.h:89
Definition: MessageWindow.h:30
VehicleOrderBar * getVehicleOrderBar() const
Return the vehicle order bar window instance.
Definition: IngameHud-inl.h:77
#define QSF_ASSERT(condition, explanation, reaction)
Definition: ErrorHandling.h:138
UnitOverviewWindow & getUnitOverviewWindow() const
Return the unit overview window instance.
Definition: IngameHud-inl.h:63
Vehicle order bar window.
Definition: VehicleOrderBar.h:42
The warbler feed window was introduced in EMERGENCY 2017 and hence is only available in this version ...
Definition: WarblerFeedWindow.h:50
MenuBar * getMenuBar() const
Return the menu bar instance.
Definition: IngameHud-inl.h:96
Vehicle selection window.
Definition: VehicleSelectionWindow.h:41
BaseHudLayer & getBaseHudLayer() const
Return the base HUD layer.
Definition: IngameHud-inl.h:20
WarblerFeedWindow * getWarblerFeedWindow() const
Return the warbler feed window instance.
Definition: IngameHud-inl.h:39