-
Notifications
You must be signed in to change notification settings - Fork 2
/
Game.h
73 lines (62 loc) · 1.8 KB
/
Game.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
#pragma once
//
// Copyright (C) 2018 Pharap (@Pharap)
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
#include "GameContext.h"
#include "GameStateType.h"
#include "GameState.h"
#include "GameStateMachine.h"
#include "Utils.h"
#include "SplashscreenState.h"
#include "TitlescreenState.h"
#include "GameplayState.h"
#include "CreditsState.h"
#include "StatsState.h"
#include "ThemesState.h"
#if !DISABLE_SAVE_CHECK
#include "SaveCheckState.h"
#endif
class Game : public GameStateMachine<GameContext, GameStateType>
{
private:
// This union would be ill formed if it was instantiated
union StateData
{
SplashScreenState splashScreenState;
TitleScreenState titleScreenState;
GameplayState gameplayState;
CreditsState creditsState;
StatsState statsState;
ThemesState themesState;
#if !DISABLE_SAVE_CHECK
SaveCheckState saveCheckState;
#endif
};
private:
Context context;
StateId currentStateId;
StateId nextStateId;
bool changePending;
State * currentState;
char stateData[sizeof(StateData)];
public:
void setup();
void loop();
Context & getContext() override;
const Context & getContext() const override;
void changeState(const StateId & stateId) override;
private:
State * createState(const StateId & stateType);
};