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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
22struct Message;
23
24class PauseScene : public Component
25{
26public:
27#pragma region static_functions
28 static auto bindLuaTypes(sol::state& lua) -> void {}
29 static auto getEnum() -> ComponentTypeEnum
30 {
31 return cPauseScene;
32 }
33#pragma endregion
34
35 PauseScene();
36 PauseScene(const PauseScene&);
37 auto operator=(const PauseScene&) -> PauseScene& = default;
38 ~PauseScene() override = default;
39 PauseScene(PauseScene&& other) noexcept;
40 auto operator=(PauseScene&& other) noexcept -> PauseScene& = default;
41
42#pragma region overriden_functions
43
44 auto clone() const -> std::unique_ptr<GameObject> override
45 {
46 return std::make_unique<PauseScene>(*this);
47 }
48
49 auto componentShowMenu() -> void override
50 {
51 } // for debug ImGUI
52 auto onUpdate(float dt) -> void override;
53
54 auto endWindow() -> void override
55 {
56 } // for debug ImGUI
57 auto onRender() -> void override;
58 auto load(const Stream& stream) -> void override;
59 auto save(Stream& stream) const -> void override;
60
61 friend auto to_json(json& j, const PauseScene& n) -> void;
62 friend auto from_json(const json& j, PauseScene& n) -> void;
63
64
65#pragma endregion
66
67#pragma region pauseScene_functions
68
69#pragma endregion
70
71#pragma region messaging_functions
72
74 auto receivePauseKeyPressed(const Message* message) -> Message;
75 auto linkMessages() -> void;
76 auto resumeButtonPressed(const Message* message) -> Message;
77 auto quitButtonPressed(const Message* message) -> Message;
78 auto howToPlayButtonPressed(const Message* message) -> Message;
79 auto optionsButtonPressed(const Message* message) -> Message;
80
81#pragma endregion
82
83private:
84#pragma region member_variables
85
86#pragma endregion
87
88#pragma region helper_functions
89
90#pragma endregion
91
92#pragma region static_variables
93
94#pragma endregion
95
96};
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
ComponentTypeEnum
This enum lists out every type of component we have.
Definition Component.h:39
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:24
Definition PauseScene.h:25
friend auto to_json(json &j, const PauseScene &n) -> void
Definition PauseScene.cpp:70
auto clone() const -> std::unique_ptr< GameObject > override
makes a copy a GameObject even if it's held polymorphically
Definition PauseScene.h:44
auto resumeButtonPressed(const Message *message) -> Message
Definition PauseScene.cpp:110
auto linkMessages() -> void
Definition PauseScene.cpp:162
auto componentShowMenu() -> void override
Definition PauseScene.h:49
static auto bindLuaTypes(sol::state &lua) -> void
Definition PauseScene.h:28
friend auto from_json(const json &j, PauseScene &n) -> void
Definition PauseScene.cpp:77
auto optionsButtonPressed(const Message *message) -> Message
Definition PauseScene.cpp:152
auto operator=(PauseScene &&other) noexcept -> PauseScene &=default
auto howToPlayButtonPressed(const Message *message) -> Message
Definition PauseScene.cpp:143
~PauseScene() override=default
auto onRender() -> void override
called every frame after update has been called for every object.
Definition PauseScene.cpp:56
auto endWindow() -> void override
currently unused, but intended to but was assumed to be necessary for a proper ImGui editor
Definition PauseScene.h:54
PauseScene()
Definition PauseScene.cpp:30
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:85
auto save(Stream &stream) const -> void override
Implementations will load the state of a GameObject to a th::Json object.
Definition PauseScene.cpp:65
auto load(const Stream &stream) -> void override
Implementations will load the state of a GameObject from a th::Json Object.
Definition PauseScene.cpp:60
static auto getEnum() -> ComponentTypeEnum
Definition PauseScene.h:29
auto quitButtonPressed(const Message *message) -> Message
Definition PauseScene.cpp:133
auto onUpdate(float dt) -> void override
called once every frame.
Definition PauseScene.cpp:51
Definition Message.h:35