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PauseScene.h
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1
11// ____ __ __ __
12// /\__ _\/\ \ /\ \/\ \
13// \/_/\ \/\ \ \___ __ \ \ \_\ \ ___ __ __ ____ __
14// \ \ \ \ \ _ `\ /'__`\ \ \ _ \ / __`\/\ \/\ \ /',__\ /'__`\
15// \ \ \ \ \ \ \ \/\ __/ \ \ \ \ \/\ \L\ \ \ \_\ \/\__, `\/\ __/
16// \ \_\ \ \_\ \_\ \____\ \ \_\ \_\ \____/\ \____/\/\____/\ \____\
17// \/_/ \/_/\/_/\/____/ \/_/\/_/\/___/ \/___/ \/___/ \/____/
18
19#pragma once
20#include "Framework/Component.h"
21
22class PauseScene : public Component
23{
24public:
25#pragma region static_functions
26
27#pragma endregion
28
29 PauseScene();
30 PauseScene(const PauseScene&);
31 auto operator=(const PauseScene&) -> PauseScene& = default;
32 ~PauseScene() override = default;
33 PauseScene(PauseScene&& other) noexcept;
34 auto operator=(PauseScene&& other) noexcept -> PauseScene& = default;
35
36#pragma region overriden_functions
37
38 auto clone() const -> std::unique_ptr<GameObject> override
39 {
40 return std::make_unique<PauseScene>(*this);
41 }
42
43 auto componentShowMenu() -> void override
44 {
45 } // for debug ImGUI
46 auto onUpdate(float dt) -> void override;
47
48 auto endWindow() -> void override
49 {
50 } // for debug ImGUI
51 auto onRender() -> void override;
52 auto load(Stream& stream) -> void override;
53 auto save(Stream& stream) const -> void override;
54
55 friend auto to_json(json& j, const PauseScene& n) -> void;
56 friend auto from_json(const json& j, PauseScene& n) -> void;
57
58
59#pragma endregion
60
61#pragma region pauseScene_functions
62
63#pragma endregion
64
65#pragma region messaging_functions
66
68 auto receivePauseKeyPressed(const Message* message) -> Message;
69 auto linkMessages() -> void;
70 auto resumeButtonPressed(const Message* message) -> Message;
71 auto quitButtonPressed(const Message* message) -> Message;
72 auto howToPlayButtonPressed(const Message* message) -> Message;
73 auto optionsButtonPressed(const Message* message) -> Message;
74
75#pragma endregion
76
77private:
78#pragma region member_variables
79
80#pragma endregion
81
82#pragma region helper_functions
83
84#pragma endregion
85
86#pragma region static_variables
87
88#pragma endregion
89
90};
sys::Json Stream
Definition AudioObject.h:20
The base class for components, holding all of their shared All components should inherit from this.
nlohmann::json json
Definition Json.cpp:19
Component(ComponentTypeEnum type, const char *typeName)
Definition Component.cpp:72
GameObject(std::string typeName, gobj::Type parentType, gobj::Type type)
constructor for gameobject.
Definition GameObject.cpp:23
Definition PauseScene.h:23
friend auto to_json(json &j, const PauseScene &n) -> void
Definition PauseScene.cpp:68
auto clone() const -> std::unique_ptr< GameObject > override
makes a copy a GameObject even if it's held polymorphically
Definition PauseScene.h:38
auto load(Stream &stream) -> void override
Implementations will load the state of a GameObject from a th::Json Object.
Definition PauseScene.cpp:58
auto resumeButtonPressed(const Message *message) -> Message
Definition PauseScene.cpp:96
auto linkMessages() -> void
Definition PauseScene.cpp:137
auto componentShowMenu() -> void override
Definition PauseScene.h:43
friend auto from_json(const json &j, PauseScene &n) -> void
Definition PauseScene.cpp:75
auto optionsButtonPressed(const Message *message) -> Message
Definition PauseScene.cpp:127
auto operator=(PauseScene &&other) noexcept -> PauseScene &=default
auto howToPlayButtonPressed(const Message *message) -> Message
Definition PauseScene.cpp:118
~PauseScene() override=default
auto onRender() -> void override
called every frame after update has been called for every object.
Definition PauseScene.cpp:54
auto endWindow() -> void override
currently unused, but intended to but was assumed to be necessary for a proper ImGui editor
Definition PauseScene.h:48
PauseScene()
Definition PauseScene.cpp:28
auto operator=(const PauseScene &) -> PauseScene &=default
auto receivePauseKeyPressed(const Message *message) -> Message
Resets the table to prepare it for a new game.
Definition PauseScene.cpp:83
auto save(Stream &stream) const -> void override
Implementations will load the state of a GameObject to a th::Json object.
Definition PauseScene.cpp:63
auto quitButtonPressed(const Message *message) -> Message
Definition PauseScene.cpp:108
auto onUpdate(float dt) -> void override
called once every frame.
Definition PauseScene.cpp:49
Definition Message.h:34