McRogueFace/src/Scene.h

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#pragma once
// macros for scene input
#define ACTION(X, Y) (name.compare(X) == 0 && type.compare(Y) == 0)
#define ACTIONONCE(X) ((name.compare(X) == 0 && type.compare("start") == 0 && !actionState[name]))
#define ACTIONAFTER(X) ((name.compare(X) == 0 && type.compare("end") == 0))
#define ACTIONPY ((name.size() > 3 && name.compare(name.size() - 3, 3, "_py") == 0))
#include "Common.h"
#include <list>
#include "UI.h"
#include "PyCallable.h"
//#include "GameEngine.h"
class GameEngine; // forward declare
class Scene
{
protected:
bool hasEnded = false;
bool paused = false;
std::map<int, std::string> actions;
std::map<std::string, bool> actionState;
GameEngine* game;
void simulate(int);
void registerAction(int, std::string);
public:
//Scene();
Scene(GameEngine*);
virtual void update() = 0;
virtual void sRender() = 0;
virtual void doAction(std::string, std::string) = 0;
bool hasAction(std::string);
bool hasAction(int);
std::string action(int);
virtual bool registerActionInjected(int, std::string);
virtual bool unregisterActionInjected(int, std::string);
std::shared_ptr<std::vector<std::shared_ptr<UIDrawable>>> ui_elements;
//PyObject* key_callable;
std::unique_ptr<PyKeyCallable> key_callable;
2024-03-07 13:13:37 +00:00
void key_register(PyObject*);
void key_unregister();
};