forked from NaiJi/project-kyoku
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62 lines
1.6 KiB
C++
62 lines
1.6 KiB
C++
2 years ago
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#include "application/application.h"
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#include "core/gameevent.h"
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#include "core/editor.h"
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#include "application/mainmenu.h"
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#include "application/gamestate.h"
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#include "application/editorstate.h"
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#include "classicmode/classicfactory.h"
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bool Application::init()
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{
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if (!_game_factory || !_core_factory)
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return false;
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MainMenu::Callbacks callbacks =
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{
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[&](){ pushState(GUIState::Tag::GAME); },
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[&](){ pushState(GUIState::Tag::EDITOR); }
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};
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EditorState::Callbacks editor_callbacks = {[&](){ popState(); }};
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const auto main_menu = std::make_shared<MainMenu>(_core_factory, std::move(callbacks));
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const auto game_state = std::make_shared<GameState>(_game_factory->getGame(), GameState::Callbacks());
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const auto editor = std::make_shared<EditorState>(_core_factory, _game_factory->getEditor(), std::move(editor_callbacks));
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_states[GUIState::Tag::MAIN_MENU] = main_menu;
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_states[GUIState::Tag::GAME] = game_state;
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_states[GUIState::Tag::EDITOR] = editor;
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pushState(GUIState::Tag::MAIN_MENU);
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return true;
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}
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void Application::input(const kku::SystemEvent& event)
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{
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_state_stack.back()->input(event);
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}
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void Application::update(const kku::microsec& dt)
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{
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_state_stack.back()->update(dt);
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}
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void Application::pushState(GUIState::Tag new_state)
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{
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if (!_state_stack.empty())
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_state_stack.back()->leave();
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_state_stack.emplace_back(_states.at(new_state));
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_state_stack.back()->enter();
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}
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void Application::popState()
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{
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_state_stack.back()->leave();
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_state_stack.pop_back();
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_state_stack.back()->enter();
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}
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