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project-kyoku/src/application/src/application.cpp

62 lines
1.6 KiB
C++

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