2013-11-16 09:31:46 +00:00
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#ifndef GAME_MWSTATE_STATEMANAGER_H
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#define GAME_MWSTATE_STATEMANAGER_H
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2013-11-19 14:38:26 +00:00
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namespace MWState
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{
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struct Slot;
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class Character;
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}
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2013-11-16 09:31:46 +00:00
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namespace MWBase
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{
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/// \brief Interface for game state manager (implemented in MWState)
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class StateManager
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{
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2013-11-18 14:15:47 +00:00
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public:
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enum State
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{
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State_NoGame,
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State_Ended,
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State_Running
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};
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2013-11-16 09:31:46 +00:00
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private:
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StateManager (const StateManager&);
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///< not implemented
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StateManager& operator= (const StateManager&);
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///< not implemented
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public:
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StateManager() {}
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virtual ~StateManager() {}
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2013-11-16 10:07:23 +00:00
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virtual void requestQuit() = 0;
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virtual bool hasQuitRequest() const = 0;
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2013-11-16 11:22:28 +00:00
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2013-11-18 14:15:47 +00:00
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virtual State getState() const = 0;
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2013-11-16 11:22:28 +00:00
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virtual void newGame (bool bypass = false) = 0;
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///< Start a new game.
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///
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/// \param bypass Skip new game mechanics.
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2013-11-18 14:38:08 +00:00
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virtual void endGame() = 0;
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2013-11-19 14:38:26 +00:00
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virtual void saveGame (const MWState::Slot *slot = 0) = 0;
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///< Write a saved game to \a slot or create a new slot if \a slot == 0.
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///
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/// \note Slot must belong to the current character.
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virtual MWState::Character *getCurrentCharacter() = 0;
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2013-11-16 09:31:46 +00:00
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};
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}
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#endif
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