Color();
Color(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
bool Color::operator==(const Color &color) const;
bool operator==(const Color &color) const;
void SetColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
void SetAutoFree(bool newAutoFree);
void SetSurface(SDL_Surface *newSurface, bool freePrevious = true);
void Surface::NewSurface(const Point2i &size, Uint32 flags, bool useAlpha = true);
void NewSurface(const Point2i &size, Uint32 flags, bool useAlpha = true);
SDL_Surface *GetSurface();
private:
GameLoop();
void GameLoop::InitGameData_NetServer();
void InitGameData_NetServer();
void GameLoop::InitGameData_NetClient();
void InitGameData_NetClient();
void GameLoop::InitData_Local();
void InitData_Local();
void GameLoop::InitData();
void InitData();
void RefreshClock();
void CallDraw();
bool PeutLacherObus() const;
int LitCibleX() const;
int GetDirection() const;
void Avion::SignalGhostState (bool was_dead);
void SignalGhostState (bool was_dead);
};
class AirAttack : public Weapon
ClusterLauncher();
ClusterBombConfig& ClusterLauncher::cfg() ;
ClusterBombConfig& cfg() ;
#endif
for (it = widgets.begin();
it != widgets.end();
++it){
assert(it != NULL);
if( (*it)->Clic(mousePosition, button) )
return true;
}
++it ){
if( it == widgets.begin() )
_y += border.y - margin;
for( it = widgets.begin();
_x += border.x - margin;