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- // ----------------------------------------------------------------
- // From Game Programming in C++ by Sanjay Madhav
- // Copyright (C) 2017 Sanjay Madhav. All rights reserved.
- //
- // Released under the BSD License
- // See LICENSE in root directory for full details.
- // ----------------------------------------------------------------
- #pragma once
- #include <unordered_map>
- #include <string>
- #include <vector>
- #include "Math.h"
- #include "SoundEvent.h"
- #include <SDL/SDL_types.h>
- class Game
- {
- public:
- Game();
- bool Initialize();
- void RunLoop();
- void Shutdown();
- void AddActor(class Actor* actor);
- void RemoveActor(class Actor* actor);
- class Renderer* GetRenderer() { return mRenderer; }
- class AudioSystem* GetAudioSystem() { return mAudioSystem; }
- class PhysWorld* GetPhysWorld() { return mPhysWorld; }
- class HUD* GetHUD() { return mHUD; }
-
- // Manage UI stack
- const std::vector<class UIScreen*>& GetUIStack() { return mUIStack; }
- void PushUI(class UIScreen* screen);
-
- class FPSActor* GetPlayer() { return mFPSActor; }
-
- enum GameState
- {
- EGameplay,
- EPaused,
- EQuit
- };
-
- GameState GetState() const { return mGameState; }
- void SetState(GameState state) { mGameState = state; }
-
- class Font* GetFont(const std::string& fileName);
- void LoadText(const std::string& fileName);
- const std::string& GetText(const std::string& key);
- // Game-specific
- void AddPlane(class PlaneActor* plane);
- void RemovePlane(class PlaneActor* plane);
- std::vector<class PlaneActor*>& GetPlanes() { return mPlanes; }
- private:
- void ProcessInput();
- void HandleKeyPress(int key);
- void UpdateGame();
- void GenerateOutput();
- void LoadData();
- void UnloadData();
-
- // All the actors in the game
- std::vector<class Actor*> mActors;
- std::vector<class UIScreen*> mUIStack;
- std::unordered_map<std::string, class Font*> mFonts;
- // Map for text localization
- std::unordered_map<std::string, std::string> mText;
- // Any pending actors
- std::vector<class Actor*> mPendingActors;
- class Renderer* mRenderer;
- class AudioSystem* mAudioSystem;
- class PhysWorld* mPhysWorld;
- class HUD* mHUD;
- Uint32 mTicksCount;
- GameState mGameState;
- // Track if we're updating actors right now
- bool mUpdatingActors;
- // Game-specific code
- std::vector<class PlaneActor*> mPlanes;
- class FPSActor* mFPSActor;
- class SpriteComponent* mCrosshair;
- SoundEvent mMusicEvent;
- };
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