2016-10-17 00:56:51 +02:00
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#ifndef RWGAME_STATE_HPP
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#define RWGAME_STATE_HPP
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2018-12-01 18:26:35 +01:00
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#include <optional>
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2014-08-12 22:15:26 +02:00
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#include <render/ViewCamera.hpp>
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2016-09-09 22:13:20 +02:00
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#include "GameWindow.hpp"
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2013-12-27 00:18:55 +01:00
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#include "MenuSystem.hpp"
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2018-12-01 18:26:35 +01:00
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2018-02-27 23:25:05 +01:00
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#include <SDL.h>
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#include <SDL_events.h>
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2013-12-27 00:18:55 +01:00
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2014-09-16 20:22:43 +02:00
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class RWGame;
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class GameWorld;
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2016-10-17 00:56:51 +02:00
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class StateManager;
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2014-09-16 20:22:43 +02:00
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2016-10-17 00:56:51 +02:00
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class State {
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public:
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RWGame* game;
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2018-12-26 21:48:16 +01:00
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State(RWGame* game);
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2016-09-09 22:13:20 +02:00
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virtual void enter() = 0;
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virtual void exit() = 0;
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virtual void tick(float dt) = 0;
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2018-12-01 18:57:06 +01:00
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virtual void draw(GameRenderer& r);
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2018-02-18 01:06:39 +01:00
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virtual ~State() = default;
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2018-12-01 18:26:35 +01:00
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template<typename T>
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void setNextMenu(T&& menu) {
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nextMenu = std::forward<T>(menu);
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2016-09-09 22:13:20 +02:00
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}
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2018-12-26 21:48:16 +01:00
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std::optional<Menu>& getCurrentMenu();
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2016-09-09 22:13:20 +02:00
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virtual void handleEvent(const SDL_Event& e);
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2016-11-30 00:28:53 +01:00
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virtual const ViewCamera& getCamera(float alpha);
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2016-09-09 22:13:20 +02:00
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/**
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* Returns false if the game world should not should
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* not update while this state is active
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*/
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virtual bool shouldWorldUpdate();
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2016-11-30 00:28:53 +01:00
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GameWorld* getWorld() const;
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2016-09-09 22:13:20 +02:00
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GameWindow& getWindow();
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2018-12-26 21:48:16 +01:00
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bool hasExited() const;
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2016-09-09 22:13:20 +02:00
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2016-10-17 00:56:51 +02:00
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private:
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bool hasExited_ = false;
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void refreshMenu();
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2016-10-18 23:00:53 +02:00
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2016-10-17 00:56:51 +02:00
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protected:
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std::optional<Menu> menu;
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std::optional<Menu> nextMenu;
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void done();
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2013-12-27 00:18:55 +01:00
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};
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2014-05-25 23:30:50 +02:00
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#endif
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