Emergency 20 Dokumentation  4.2.0
em5::IngameMainEventSuccessWindow Class Reference

IngameMainEventSuccessWindow window. More...

#include <IngameMainEventSuccessWindow.h>

Inheritance diagram for em5::IngameMainEventSuccessWindow:
em5::GuiHotReloadSupport qsf::GuiDocument

Public Member Functions

 IngameMainEventSuccessWindow (qsf::GuiContext &guiContext)
 Constructor. More...
virtual ~IngameMainEventSuccessWindow ()
 Destructor. More...
void setEventResults (MainEvent::EventResult &eventResults, uint32 mainEventNumber, uint32 silver, uint32 gold)
 Set the results for the event. More...
void setMainEvent (MainEvent *mainEvent)
virtual void processEvent (const std::string &eventKey, Rocket::Core::Event &event) override
- Public Member Functions inherited from em5::GuiHotReloadSupport
 GuiHotReloadSupport (qsf::GuiContext &guiContext)
 Default constructor. More...
virtual ~GuiHotReloadSupport ()
 Destructor. More...
- Public Member Functions inherited from qsf::GuiDocument
 GuiDocument (GuiContext &guiContext)
 Constructor. More...
 GuiDocument (GuiContext &guiContext, Rocket::Core::ElementDocument &rocketCoreElementDocument)
 Constructor. More...
virtual ~GuiDocument ()
 Destructor. More...
GuiContextgetGuiContext () const
 Return the document's owning GUI context. More...
Rocket::Core::ElementDocument * getRocketCoreElementDocument () const
 Return the document's libRocket document. More...
bool loadByFilename (const std::string &filename)
 Load the document from an RML file. More...
void unload ()
 Use this method if you want to change a documents .rml file at runtime. More...
void show ()
 Show the document. More...
void showFocused ()
 Show the document focused. More...
void showModal ()
 Show the document modal. More...
void hide ()
 Hide the document. More...
bool isVisible () const
 Check if the document is currently visible. More...
void setVisible (bool visible)
 Show/hide the document. More...
void pullToFront ()
 Pull the document to the front. More...
Rocket::Core::Element * findElementById (const std::string &elementId) const
 Find an element inside the document by its case-sensitive ID. More...
void registerNewButton (const std::string &buttonId, const std::string &event, const std::string &eventKey)
 Register a new button. More...
virtual void toggleVisibility ()
 Toggle visibility. More...
virtual void processViewportDimensionsChanged (int width, int height)

Protected Member Functions

virtual void onReloadGui () override
 Gets called when the GUI should be reloaded. More...
virtual bool onDocumentPreShow () override
- Protected Member Functions inherited from em5::GuiHotReloadSupport
virtual void onDocumentPreHide ()
- Protected Member Functions inherited from qsf::GuiDocument
void createEmptyDocument ()

Additional Inherited Members

- Static Public Member Functions inherited from qsf::GuiDocument
static Rocket::Core::EventListener * createEventListener (const std::string &eventKey)
 Create an event listener. More...
static GuiDocumentgetGuiDocumentByRocketCoreElement (Rocket::Core::Element *element)
 Return a QSF GUI document instance by using a given libRocket element instance. More...

Detailed Description

IngameMainEventSuccessWindow window.

Before displaying this window the concept describes in 3.3.3 a pause mode with a frozen screen pointing to the reason for the failed game.

Constructor & Destructor Documentation

em5::IngameMainEventSuccessWindow::IngameMainEventSuccessWindow ( qsf::GuiContext guiContext)


virtual em5::IngameMainEventSuccessWindow::~IngameMainEventSuccessWindow ( )


Member Function Documentation

virtual bool em5::IngameMainEventSuccessWindow::onDocumentPreShow ( )

Reimplemented from em5::GuiHotReloadSupport.

virtual void em5::IngameMainEventSuccessWindow::onReloadGui ( )

Gets called when the GUI should be reloaded.

Reimplemented from em5::GuiHotReloadSupport.

virtual void em5::IngameMainEventSuccessWindow::processEvent ( const std::string &  eventKey,
Rocket::Core::Event &  event 

Reimplemented from qsf::GuiDocument.

void em5::IngameMainEventSuccessWindow::setEventResults ( MainEvent::EventResult eventResults,
uint32  mainEventNumber,
uint32  silver,
uint32  gold 

Set the results for the event.

We need to save personal scores for every user and every event
void em5::IngameMainEventSuccessWindow::setMainEvent ( MainEvent mainEvent)

The documentation for this class was generated from the following file: