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125 lines
4.4 KiB
C++
Executable File
125 lines
4.4 KiB
C++
Executable File
#pragma once
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#ifndef IN_GAME_APP_STATE_H
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#define IN_GAME_APP_STATE_H
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#include "gameManager.h"
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#include "player.h"
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#include "map.h"
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#include "activeGameState.h"
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#include "guiAppState.h"
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#include "exitButton.h"
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#include "optionsButton.h"
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#include <vector>
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namespace battleship{
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struct Fx {
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s64 initTime, time;
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sf::Sound *sfx = nullptr;
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};
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class InGameAppState : public gameBase::AbstractAppState {
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public:
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InGameAppState(std::vector<std::string>, std::vector<std::string>, std::string);
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~InGameAppState();
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void onAttached();
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void onDettached();
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void update();
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void onAction(int, bool);
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void onAnalog(int, float);
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std::vector<Unit*> getSelectedUnits(Player*);
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inline std::vector<Projectile*>& getProjectiles(){return projectiles;}
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inline void addFx(Fx fx){this->fx.push_back(fx);}
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inline void addProjectile(Projectile *p){projectiles.push_back(p);}
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private:
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class ResumeButton : public vb01Gui::Button {
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public:
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ResumeButton(GuiAppState*, InGameAppState*, vb01::Vector2, vb01::Vector2);
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void onClick();
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GuiAppState *getGuiState();
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private:
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GuiAppState *guiState;
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InGameAppState *inGameState;
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};
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class ConsoleButton : public vb01Gui::Button {
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public:
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class ConsoleCommandEntryButton : public Button {
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public:
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ConsoleCommandEntryButton(InGameAppState*, vb01Gui::Textbox*, vb01Gui::Listbox*, vb01::Vector2, vb01::Vector2, std::string, bool);
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void onClick();
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private:
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InGameAppState *inGameState;
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vb01Gui::Textbox *textbox;
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vb01Gui::Listbox *listbox;
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};
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ConsoleButton(GuiAppState*, InGameAppState*, vb01::Vector2, vb01::Vector2);
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void onClick();
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inline ConsoleCommandEntryButton* getEntryButton(){return entryButton;}
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private:
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GuiAppState *guiState;
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InGameAppState *inGameState;
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ConsoleCommandEntryButton *entryButton = nullptr;
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};
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class MainMenuButton : public vb01Gui::Button {
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public:
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MainMenuButton(GuiAppState*, InGameAppState*, vb01::Vector2, vb01::Vector2);
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void onClick();
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private:
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GuiAppState *guiState;
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InGameAppState *inGameState;
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};
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class InGameOptionsButton : public OptionsButton {
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public:
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InGameOptionsButton(GuiAppState*, InGameAppState*, vb01::Vector2, vb01::Vector2);
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void onClick();
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private:
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class ReturnButton : public vb01Gui::Button {
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public:
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ReturnButton(GuiAppState*, InGameAppState*, vb01::Vector2, vb01::Vector2, std::string, bool);
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void onClick();
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private:
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GuiAppState *guiState;
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InGameAppState *inGameState;
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};
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GuiAppState *guiState;
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InGameAppState *inGameState;
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ReturnButton *returnButton;
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};
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ResumeButton *resumeButton;
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ConsoleButton *consoleButton;
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InGameOptionsButton *optionsButton;
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MainMenuButton *mainMenuButton;
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ExitButton *exitButton;
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bool isMainMenuActive = false;
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std::vector<std::string> difficultyLevels, factions, modelPaths;
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std::vector<Projectile*> projectiles;
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std::vector<Fx> fx;
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std::string mapName;
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Player *mainPlayer;
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int playerId;
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ActiveGameState* activeState;
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GuiAppState* guiState;
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void toggleMainMenu();
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public:
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inline void setResumeButton(ResumeButton *r){this->resumeButton = r;}
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inline void setConsoleButton(ConsoleButton *c){this->consoleButton = c;}
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inline void setOptionsButton(InGameOptionsButton *o){this->optionsButton = o;}
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inline void setMainMenuButton(MainMenuButton *m){this->mainMenuButton = m;}
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inline void setExitButton(ExitButton *e){this->exitButton = e;}
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inline ResumeButton* getResumeButton(){return resumeButton;}
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inline ConsoleButton* getConsoleButton(){return consoleButton;}
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inline InGameOptionsButton* getOptionsButton(){return optionsButton;}
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inline MainMenuButton* getMainMenuButton(){return mainMenuButton;}
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inline ExitButton* getExitButton(){return exitButton;}
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};
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}
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#endif
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