Added the restart scene
This commit is contained in:
@@ -37,6 +37,7 @@
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#include "lobby_menu.hpp"
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#include "in_world.hpp"
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#include "in_combat.hpp"
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#include "restart.hpp"
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//-------------------------
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//Public access members
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@@ -127,6 +128,9 @@ void ClientApplication::LoadScene(SceneList sceneIndex) {
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case SceneList::INCOMBAT:
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activeScene = new InCombat(&config, &network, &clientIndex, &accountIndex, &characterIndex, &combatMap, &characterMap, &enemyMap);
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break;
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case SceneList::RESTART:
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activeScene = new Restart(&config, &network, &clientIndex, &accountIndex, &characterIndex, &combatMap, &characterMap, &enemyMap);
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break;
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default:
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throw(std::logic_error("Failed to recognize the scene index"));
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}
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@@ -167,8 +167,7 @@ void InCombat::HandlePacket(SerialPacket packet) {
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}
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void InCombat::HandleDisconnect(SerialPacket) {
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//TODO: stuff
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//TODO: I probably need a separate disconnection scene, for setting the client state back to normal
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SetNextScene(SceneList::RESTART);
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}
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//TODO: more network handlers
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+1
-6
@@ -273,12 +273,7 @@ void InWorld::HandlePacket(SerialPacket packet) {
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}
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void InWorld::HandleDisconnect(SerialPacket packet) {
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//TODO: I probably need a separate disconnection scene, for setting the client state back to normal
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network.Unbind(Channels::SERVER);
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clientIndex = -1;
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accountIndex = -1;
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characterIndex = -1;
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SetNextScene(SceneList::MAINMENU);
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SetNextScene(SceneList::RESTART);
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}
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void InWorld::HandleRegionContent(SerialPacket packet) {
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@@ -0,0 +1,138 @@
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/* Copyright: (c) Kayne Ruse 2014
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#include "restart.hpp"
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#include "channels.hpp"
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#include <stdexcept>
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//-------------------------
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//Public access members
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//-------------------------
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Restart::Restart(
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ConfigUtility* const argConfig,
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UDPNetworkUtility* const argNetwork,
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int* const argClientIndex,
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int* const argAccountIndex,
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int* const argCharacterIndex,
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std::map<int, CombatData>* argCombatMap,
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std::map<int, CharacterData>* argCharacterMap,
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std::map<int, EnemyData>* argEnemyMap
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):
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config(*argConfig),
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network(*argNetwork),
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clientIndex(*argClientIndex),
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accountIndex(*argAccountIndex),
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characterIndex(*argCharacterIndex),
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combatMap(*argCombatMap),
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characterMap(*argCharacterMap),
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enemyMap(*argEnemyMap)
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{
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//setup the utility objects
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image.LoadSurface(config["dir.interface"] + "button_menu.bmp");
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image.SetClipH(image.GetClipH()/3);
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font.LoadSurface(config["dir.fonts"] + "pk_white_8.bmp");
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//pass the utility objects
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backButton.SetImage(&image);
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backButton.SetFont(&font);
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//set the button positions
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backButton.SetX(50);
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backButton.SetY(50 + image.GetClipH() * 0);
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//set the button texts
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backButton.SetText("Back");
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//full reset
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network.Unbind(Channels::SERVER);
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clientIndex = -1;
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accountIndex = -1;
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characterIndex = -1;
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combatMap.clear();
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characterMap.clear();
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enemyMap.clear();
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//auto return
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startTick = std::chrono::steady_clock::now();
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}
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Restart::~Restart() {
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//
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}
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//-------------------------
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//Frame loop
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//-------------------------
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void Restart::Update(double delta) {
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if (std::chrono::steady_clock::now() - startTick > std::chrono::duration<int>(10)) {
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QuitEvent();
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}
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}
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void Restart::RenderFrame() {
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SDL_FillRect(GetScreen(), 0, 0);
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Render(GetScreen());
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SDL_Flip(GetScreen());
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fps.Calculate();
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}
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void Restart::Render(SDL_Surface* const screen) {
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backButton.DrawTo(screen);
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font.DrawStringTo("You have been disconnected.", screen, 50, 30);
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}
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//-------------------------
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//Event handlers
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//-------------------------
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void Restart::QuitEvent() {
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SetNextScene(SceneList::MAINMENU);
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}
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void Restart::MouseMotion(SDL_MouseMotionEvent const& motion) {
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backButton.MouseMotion(motion);
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}
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void Restart::MouseButtonDown(SDL_MouseButtonEvent const& button) {
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backButton.MouseButtonDown(button);
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}
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void Restart::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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if (backButton.MouseButtonUp(button) == Button::State::HOVER) {
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QuitEvent();
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}
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}
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void Restart::KeyDown(SDL_KeyboardEvent const& key) {
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switch(key.keysym.sym) {
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case SDLK_ESCAPE:
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QuitEvent();
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break;
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}
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}
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void Restart::KeyUp(SDL_KeyboardEvent const& key) {
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//
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}
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@@ -0,0 +1,98 @@
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/* Copyright: (c) Kayne Ruse 2014
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
|
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#ifndef RESTART_HPP_
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#define RESTART_HPP_
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//network
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#include "udp_network_utility.hpp"
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//graphics
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#include "image.hpp"
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#include "raster_font.hpp"
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#include "button.hpp"
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//common
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#include "config_utility.hpp"
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#include "frame_rate.hpp"
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#include "combat_data.hpp"
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#include "character_data.hpp"
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#include "enemy_data.hpp"
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//client
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#include "base_scene.hpp"
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//std namespace
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#include <chrono>
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class Restart : public BaseScene {
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public:
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//Public access members
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Restart(
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ConfigUtility* const argConfig,
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UDPNetworkUtility* const argNetwork,
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int* const argClientIndex,
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int* const argAccountIndex,
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int* const argCharacterIndex,
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std::map<int, CombatData>* argCombatMap,
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std::map<int, CharacterData>* argCharacterMap,
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std::map<int, EnemyData>* argEnemyMap
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);
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~Restart();
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protected:
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//Frame loop
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void Update(double delta);
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void RenderFrame();
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void Render(SDL_Surface* const);
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//Event handlers
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void QuitEvent();
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void MouseMotion(SDL_MouseMotionEvent const&);
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void MouseButtonDown(SDL_MouseButtonEvent const&);
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void MouseButtonUp(SDL_MouseButtonEvent const&);
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void KeyDown(SDL_KeyboardEvent const&);
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void KeyUp(SDL_KeyboardEvent const&);
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//shared parameters
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ConfigUtility& config;
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UDPNetworkUtility& network;
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int& clientIndex;
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int& accountIndex;
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int& characterIndex;
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std::map<int, CombatData>& combatMap;
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std::map<int, CharacterData>& characterMap;
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std::map<int, EnemyData>& enemyMap;
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//graphics
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Image image;
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RasterFont font;
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//UI
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Button backButton;
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FrameRate fps;
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//auto return
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std::chrono::steady_clock::time_point startTick;
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};
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#endif
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@@ -35,6 +35,7 @@ enum class SceneList {
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LOBBYMENU,
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INWORLD,
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INCOMBAT,
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RESTART,
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};
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#endif
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Block a user