83 lines
1.8 KiB
C++
83 lines
1.8 KiB
C++
#pragma once
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/*
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* Copyright (C) 2024 Brett Terpstra
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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#ifndef GAME_H
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#define GAME_H
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#include <enemies.h>
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#include <vector>
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#include <functional>
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#include <string>
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namespace td
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{
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class game_t
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{
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public:
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void render();
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void update();
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private:
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};
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class event_handler_t
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{
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// I don't want to keep the parameter as a void pointer, maybe it would be nice to have a gameObject class or sumthing,
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// or diverge into unique event_handlers types, idk
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std::function<void(void*)> callback;
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// I'm preparing for when a handler would contain more than just a regular std::function, so this class would contain that stuff
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public:
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explicit event_handler_t(std::function<void(void*)> handler) : callback(std::move(handler))
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{};
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void call(void* target) const
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{
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return callback(target);
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}
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private:
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};
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class event_t
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{
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public:
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void callHandler(void* target)
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{
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handler.call(target);
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}
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private:
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event_handler_t handler;
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std::string signature;
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};
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class event_scheduler_t
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{
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public:
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void add_event_listener(event_t ev, event_handler_t handler);
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private:
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void* target = nullptr;
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};
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}
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#endif //GAME_H
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