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openrw/rwgame/State.hpp

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#ifndef _GAME_STATE_HPP_
#define _GAME_STATE_HPP_
#include <functional>
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#include <glm/gtc/quaternion.hpp>
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#include <queue>
#include <render/ViewCamera.hpp>
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#include "GameWindow.hpp"
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#include "MenuSystem.hpp"
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#include "SDL.h"
#include "SDL_events.h"
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class RWGame;
class GameWorld;
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struct State {
// Helper for global menu behaviour
Menu* currentMenu;
Menu* nextMenu;
RWGame* game;
State(RWGame* game) : currentMenu(nullptr), nextMenu(nullptr), game(game) {
}
virtual void enter() = 0;
virtual void exit() = 0;
virtual void tick(float dt) = 0;
virtual void draw(GameRenderer* r) {
if (getCurrentMenu()) {
getCurrentMenu()->draw(r);
}
}
virtual ~State() {
if (getCurrentMenu()) {
delete getCurrentMenu();
}
}
void enterMenu(Menu* menu) {
nextMenu = menu;
}
Menu* getCurrentMenu() {
if (nextMenu) {
if (currentMenu) {
delete currentMenu;
}
currentMenu = nextMenu;
nextMenu = nullptr;
}
return currentMenu;
}
virtual void handleEvent(const SDL_Event& e);
virtual const ViewCamera& getCamera();
/**
* Returns false if the game world should not should
* not update while this state is active
*/
virtual bool shouldWorldUpdate();
GameWorld* getWorld();
GameWindow& getWindow();
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};
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struct StateManager {
static StateManager& get() {
static StateManager m;
return m;
}
std::deque<State*> states;
void clear() {
states.clear();
}
void enter(State* state) {
states.push_back(state);
state->enter();
}
void exec(State* state) {
exit();
enter(state);
}
void tick(float dt) {
states.back()->tick(dt);
}
void draw(GameRenderer* r) {
states.back()->draw(r);
}
void exit() {
// TODO: Resole states being leaked.
states.back()->exit();
states.pop_back();
if (states.size() > 0) {
states.back()->enter();
}
}
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};
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#endif