Files
PlanetFleet/inGameAppState.h
T
2023-07-02 11:55:09 +03:00

72 lines
2.0 KiB
C++
Executable File

#pragma once
#ifndef IN_GAME_APP_STATE_H
#define IN_GAME_APP_STATE_H
#include "gameManager.h"
#include "player.h"
#include "map.h"
#include "activeGameState.h"
#include "guiAppState.h"
#include "exitButton.h"
#include "optionsButton.h"
#include <vector>
namespace battleship{
struct Fx {
s64 initTime, time;
sf::Sound *sfx = nullptr;
};
class InGameAppState : public gameBase::AbstractAppState {
public:
class ResumeButton : public vb01Gui::Button {
public:
ResumeButton(vb01::Vector2, vb01::Vector2);
void onClick();
private:
};
class ConsoleButton : public vb01Gui::Button {
public:
class ConsoleCommandEntryButton : public Button {
public:
ConsoleCommandEntryButton(vb01Gui::Textbox*, vb01Gui::Listbox*, vb01::Vector2, vb01::Vector2, std::string);
void onClick();
private:
vb01Gui::Textbox *textbox;
vb01Gui::Listbox *listbox;
};
ConsoleButton(vb01::Vector2, vb01::Vector2);
void onClick();
private:
};
InGameAppState(std::vector<std::string>, std::vector<std::string>, std::string);
~InGameAppState();
void onAttached();
void onDettached();
void update();
void onAction(int, bool);
void onAnalog(int, float);
std::vector<Unit*> getSelectedUnits(Player*);
inline std::vector<Projectile*>& getProjectiles(){return projectiles;}
inline void addFx(Fx fx){this->fx.push_back(fx);}
inline void addProjectile(Projectile *p){projectiles.push_back(p);}
private:
bool isMainMenuActive = false;
std::vector<std::string> difficultyLevels, factions, modelPaths;
std::vector<Projectile*> projectiles;
std::vector<Fx> fx;
std::string mapName;
Player *mainPlayer;
int playerId;
ActiveGameState* activeState;
void toggleMainMenu();
};
}
#endif