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path: root/src/crepe/api/Script.cpp
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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);
}

template <>
void Script::subscribe(const EventHandler<ButtonExitEvent> & callback) {
	this->subscribe_internal(callback, this->game_object_id);
}

template <>
void Script::subscribe(const EventHandler<ButtonPressEvent> & callback) {
	this->subscribe_internal(callback, this->game_object_id);
}

template <>
void Script::subscribe(const EventHandler<ButtonEnterEvent> & 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;
	}
}