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TestLogic.h
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TestLogic.h
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// /////////////////////////////////////////////////////////////////
// @file TestLogic.h
// @author PJ O Halloran.
// @date 01/11/2010
//
// Test logic class.
//
// /////////////////////////////////////////////////////////////////
#ifndef __TEST_LOGIC_H
#define __TEST_LOGIC_H
#include <string>
#include <map>
#include <boost/shared_ptr.hpp>
#include "GameLogic.h"
#include "Actors.h"
#include "CProcess.h"
#include "GameOptions.h"
#include "GameLog.h"
#include "GameException.h"
#include "IGamePhysics.h"
#include "IGameView.h"
#include "CRandom.h"
#include "Matrix.h"
#include "EventManager.h"
namespace GameHalloran {
class TestLogic;
class TestLogicEventListener : public IEventListener {
private:
TestLogic *m_logicPtr;
ActorParams *CreateNewActorParams(const LuaPlus::LuaObject &srcData);
public:
explicit TestLogicEventListener(TestLogic *logicPtr) throw (GameException &);
virtual ~TestLogicEventListener() { };
virtual char const *VGetName(void);
virtual bool VHandleEvent(IEventData const &eventObj);
};
class TestLogic : public BaseLuaGameLogic {
friend class TestLogicEventListener;
private:
boost::shared_ptr<IEventListener> m_listener;
public:
explicit TestLogic(boost::shared_ptr<GameOptions> optionsPtr
, boost::shared_ptr<GameLog> loggerPtr
, boost::shared_ptr<ModelViewProjStackManager> stackManagerPtr) throw (GameException &);
virtual ~TestLogic();
virtual void VBuildInitialScene();
virtual bool VLoadGame(const std::string &gameNameRef);
virtual bool VSaveGame();
virtual void VOnUpdate(const F64 time, const F32 elapsedTime);
virtual void VChangeState(const enum BaseGameState newState);
};
}
#endif