73 lines
2.2 KiB
C++
73 lines
2.2 KiB
C++
#pragma once
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#include <string>
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#include "object.hpp"
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// TODO: make life cycle object class.
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// objects from that class can be created and destroyed only through factory
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// methods which create updates too.
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namespace game {
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enum class LifeCycle {
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Create, // something was created
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Modify, // something was modified (look at attributes)
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Destroy // something was destroyed
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};
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// add all possible classes here
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// TODO:
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// there can be different things in here, like:
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enum class EventType {
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Explosion,
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Missile,
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Ship
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};
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class StateUpdateEvent {
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public:
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StateUpdateEvent(LifeCycle cycle, EventType event, Object *object, bool changesContinuously=false)
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: m_lifeCycle(cycle), m_eventType(event)
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, m_object(object)
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, m_changesContinuously(changesContinuously)
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{
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}
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LifeCycle lifeCycle() const { return m_lifeCycle; }
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EventType eventType() const { return m_eventType; }
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bool changesContinuously() const { return m_changesContinuously; }
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Object* object() const { return m_object; }
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void setChangesContinuously(bool enable) { m_changesContinuously = enable; }
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//std::string description() const
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//{
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// // TODO
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// return "StateUpdateEvent(" + lifeCycleToString(m_lifeCycle) + ", " + eventTypeToString(m_eventType) + ")";
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//}
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//static std::string lifeCycleToString(LifeCycle lifeCycle)
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//{
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// switch(lifeCycle) {
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// case LifeCycle::Create: return "create";
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// case LifeCycle::Modify: return "modify";
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// case LifeCycle::Destroy: return "destroy";
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// default: return "<no name>";
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// }
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//}
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//static std::string eventTypeToString(EventType eventType)
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//{
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// switch(eventType) {
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// case EventType::Explosion: return "explosion";
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// default: return "<no name>";
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// }
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//}
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private:
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const LifeCycle m_lifeCycle;
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const EventType m_eventType;
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Object *m_object;
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bool m_changesContinuously;
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};
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}
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