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openrw/rwgame/State.hpp

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#ifndef RWGAME_STATE_HPP
#define RWGAME_STATE_HPP
#include <optional>
#include <render/ViewCamera.hpp>
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#include "GameWindow.hpp"
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#include "MenuSystem.hpp"
#include <SDL.h>
#include <SDL_events.h>
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class RWGame;
class GameWorld;
class StateManager;
class State {
public:
std::optional<Menu> menu;
std::optional<Menu> nextMenu;
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RWGame* game;
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State(RWGame* game) : game(game) {
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}
virtual void enter() = 0;
virtual void exit() = 0;
virtual void tick(float dt) = 0;
virtual void draw(GameRenderer* r) {
if (getCurrentMenu()) {
getCurrentMenu()->draw(r);
}
}
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virtual ~State() = default;
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template<typename T>
void enterMenu(T&& menu) {
nextMenu = std::forward<T>(menu);
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}
Menu* getCurrentMenu() {
if (nextMenu) {
menu = std::move(nextMenu);
nextMenu = std::nullopt;
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}
return &*menu;
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}
virtual void handleEvent(const SDL_Event& e);
virtual const ViewCamera& getCamera(float alpha);
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/**
* Returns false if the game world should not should
* not update while this state is active
*/
virtual bool shouldWorldUpdate();
GameWorld* getWorld() const;
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GameWindow& getWindow();
bool hasExited() const {
return hasexited_;
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}
private:
bool hasexited_ = false;
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protected:
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void done() {
hasexited_ = true;
}
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};
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#endif