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example.cpp
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example.cpp
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#include <list>
#include <iostream>
#define CLASS(name) class name { \
public: \
private: \
};
#define COPY(name) name(const name&);
#define ASSIGN(name) name& operator=(const name&);
class Bindable {
public:
virtual void bind() const = 0;
virtual void unbind() const = 0;
};
/**
*
*/
class Initializeable {
protected:
bool initialized = false, released = false;
public:
virtual void initialize() = 0;
virtual void release() = 0;
};
/**
*
*/
class Painter;
/**
*
*/
class Updateable {
public:
virtual void update(const float& delta) = 0;
};
/**
*
*/
class Renderable {
public:
virtual void render(const Painter& painter) = 0;
};
/**
* Wraps glTexture
*/
class Texture : public Bindable, Initializeable {
private:
int id = 0;
public:
Texture(){};
Texture(int id): id(id){};
void bind() const override {
}
void unbind() const override {
}
void initialize() override {
}
void release() override {
}
};
/**
* Contains a Texture which can be rendered to the screen
*/
class Sprite : public Renderable {
private:
const Texture& texture;
public:
Sprite(const Texture& texture) : texture(texture) {}
void render(const Painter& painter) override {
texture.bind();
texture.unbind();
}
};
/**
*
*/
class Polygon : public Renderable {
public:
void render(const Painter& painter) override {}
};
/**
*
*/
class Quad : public Polygon {
public:
void render(const Painter& painter) override {}
};
/**
*
*/
class Line : public Polygon {
public:
void render(const Painter& painter) override {}
};
/**
*
*/
class Triangle : public Polygon {
public:
void render(const Painter& painter) override {}
};
/**
* Some super cool painter
*/
class Painter : public Initializeable {
private:
COPY(Painter)
ASSIGN(Painter)
public:
Painter() {}
~Painter() {
if (!released) { std::cout << "Painter is not released" << '\n'; }
}
void initialize() {
if (released) { return; }
initialized = true;
}
void release() {
if (!initialized) { return; }
released = true;
}
void render(const Renderable& renderable) {}
};
class Interface;
/**
*
*/
class Widget : public Renderable, Updateable {
protected:
const Interface* interface;
public:
void setInterface(const Interface* interface) {
this->interface = interface;
}
virtual ~Widget() {}
};
/**
*
*/
typedef Widget* WidgetHandle;
/**
*
*/
typedef std::list<WidgetHandle> Widgets;
/**
*
*/
class Interface : public Renderable, Updateable, Initializeable {
private:
Widgets widgets;
COPY(Interface)
ASSIGN(Interface)
public:
Interface() {}
~Interface() {
if (!released) { std::cout << "Interface is not released" << '\n'; }
}
void initialize() override {
if (released) { return; }
initialized = true;
}
void release() override {
if (!initialized) { return; }
for (auto& widget: widgets) {
delete widget;
widget = nullptr;
}
released = true;
}
public:
WidgetHandle add(WidgetHandle handle) {
handle->setInterface(this);
return nullptr;
};
void render(const Painter& painter) override {}
void update(const float& delta) override {}
};
/**
*
*/
class Button : public Widget {
public:
void render(const Painter& painter) override {}
void update(const float& delta) override {}
};
/**
*
*/
class Label : public Widget {
public:
void render(const Painter& painter) override {}
void update(const float& delta) override {}
};
/**
*
*/
class Game : public Renderable, Updateable, Initializeable {
private:
Interface interface;
Painter painter;
ASSIGN(Game)
COPY(Game)
public:
Game() {}
~Game() {
if (!released) { std::cout << "Game is not released" << '\n'; }
}
void initialize() override {
painter.initialize();
interface.initialize();
interface.add(new Button());
}
void release() override {
painter.release();
interface.release();
}
void run() {
update(0);
render(painter);
}
};
/**
*
*/
class MyGame : public Game {
public:
void render(const Painter& painter) override {
}
private:
void update(const float& delta) override {
}
};
/**
*
*/
int main() {
MyGame game;
game.initialize();
game.run();
game.release();
return 0;
}