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#include "QuickOption.h"
#include "GameModel.h"
class SandEffectOption: public QuickOption
{
public:
SandEffectOption(GameModel * m):
QuickOption("P", "Sand effect", m, Toggle)
{
}
virtual bool GetToggle()
{
return m->GetSimulation()->pretty_powder;
}
virtual void perform()
{
m->GetSimulation()->pretty_powder = !m->GetSimulation()->pretty_powder;
}
};
class DrawGravOption: public QuickOption
{
public:
DrawGravOption(GameModel * m):
QuickOption("G", "Draw gravity field", m, Toggle)
{
}
virtual bool GetToggle()
{
return m->GetRenderer()->gravityFieldEnabled;
}
virtual void perform()
{
m->GetRenderer()->gravityFieldEnabled = !m->GetRenderer()->gravityFieldEnabled;
}
};
class DecorationsOption: public QuickOption
{
public:
DecorationsOption(GameModel * m):
QuickOption("D", "Draw decorations", m, Toggle)
{
}
virtual bool GetToggle()
{
return m->GetRenderer()->decorations_enable;
}
virtual void perform()
{
m->GetRenderer()->decorations_enable = !m->GetRenderer()->decorations_enable;
}
};
class NGravityOption: public QuickOption
{
public:
NGravityOption(GameModel * m):
QuickOption("N", "Newtonian Gravity", m, Toggle)
{
}
virtual bool GetToggle()
{
return m->GetSimulation()->grav->ngrav_enable;
}
virtual void perform()
{
if(m->GetSimulation()->grav->ngrav_enable)
{
m->GetSimulation()->grav->stop_grav_async();
}
else
{
m->GetSimulation()->grav->start_grav_async();
}
}
};
class AHeatOption: public QuickOption
{
public:
AHeatOption(GameModel * m):
QuickOption("A", "Ambient heat", m, Toggle)
{
}
virtual bool GetToggle()
{
return m->GetSimulation()->aheat_enable;
}
virtual void perform()
{
m->GetSimulation()->aheat_enable = !m->GetSimulation()->aheat_enable;
}
};
class DrawGravWallOption: public QuickOption
{
public:
DrawGravWallOption(GameModel * m):
QuickOption("Z", "Draw gravity zones", m, Toggle)
{
}
virtual bool GetToggle()
{
return m->GetRenderer()->gravityZonesEnabled;
}
virtual void perform()
{
m->GetRenderer()->gravityZonesEnabled = !m->GetRenderer()->gravityZonesEnabled;
}
};
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