2024-02-25 03:47:20 +00:00
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#pragma once
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// macros for scene input
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#define ACTION(X, Y) (name.compare(X) == 0 && type.compare(Y) == 0)
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#define ACTIONONCE(X) ((name.compare(X) == 0 && type.compare("start") == 0 && !actionState[name]))
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#define ACTIONAFTER(X) ((name.compare(X) == 0 && type.compare("end") == 0))
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#define ACTIONPY ((name.size() > 3 && name.compare(name.size() - 3, 3, "_py") == 0))
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#include "Common.h"
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#include <list>
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#include "UI.h"
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2024-03-16 02:20:37 +00:00
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#include "PyCallable.h"
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2024-02-25 03:47:20 +00:00
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//#include "GameEngine.h"
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class GameEngine; // forward declare
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class Scene
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{
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protected:
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bool hasEnded = false;
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bool paused = false;
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std::map<int, std::string> actions;
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std::map<std::string, bool> actionState;
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GameEngine* game;
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void simulate(int);
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void registerAction(int, std::string);
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public:
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//Scene();
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Scene(GameEngine*);
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virtual void update() = 0;
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virtual void sRender() = 0;
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virtual void doAction(std::string, std::string) = 0;
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bool hasAction(std::string);
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bool hasAction(int);
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std::string action(int);
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virtual bool registerActionInjected(int, std::string);
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virtual bool unregisterActionInjected(int, std::string);
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std::shared_ptr<std::vector<std::shared_ptr<UIDrawable>>> ui_elements;
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2024-03-16 02:20:37 +00:00
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//PyObject* key_callable;
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std::unique_ptr<PyKeyCallable> key_callable;
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2024-03-07 13:13:37 +00:00
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void key_register(PyObject*);
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void key_unregister();
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2024-02-25 03:47:20 +00:00
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};
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