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#include <string>
#include "../facade/SDLContext.h"
#include "../manager/SceneManager.h"
#include "Script.h"
using namespace crepe;
using namespace std;
Script::~Script() {
EventManager & mgr = this->mediator->event_manager;
for (auto id : this->listeners) {
mgr.unsubscribe(id);
}
}
template <>
void Script::subscribe(const EventHandler<CollisionEvent> & callback) {
this->subscribe_internal(callback, this->game_object_id);
}
void Script::set_next_scene(const string & name) {
SceneManager & mgr = this->mediator->scene_manager;
mgr.set_next_scene(name);
}
SaveManager & Script::get_save_manager() const { return this->mediator->save_manager; }
LoopTimerManager & Script::get_loop_timer() const { return this->mediator->loop_timer; }
void Script::replay::record_start() {
ReplayManager & mgr = this->mediator->replay_manager;
return mgr.record_start();
}
recording_t Script::replay::record_end() {
ReplayManager & mgr = this->mediator->replay_manager;
return mgr.record_end();
}
void Script::replay::play(recording_t recording) {
ReplayManager & mgr = this->mediator->replay_manager;
return mgr.play(recording);
}
void Script::replay::release(recording_t recording) {
ReplayManager & mgr = this->mediator->replay_manager;
return mgr.release(recording);
}
const keyboard_state_t & Script::get_keyboard_state() const {
SDLContext & sdl_context = this->mediator->sdl_context;
return sdl_context.get_keyboard_state();
}
bool Script::get_key_state(Keycode key) const noexcept {
try {
return this->get_keyboard_state().at(key);
} catch (...) {
return false;
}
}
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