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ScreenManager.cpp
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64 lines (55 loc) · 1.32 KB
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#include "ScreenManager.h"
#include "IGameScreen.h"
#include "IMainGame.h"
namespace NS2
{
void ScreenManager::init(IMainGame* game)
{
m_game = game;
}
IGameScreen* ScreenManager::moveNext()
{
IGameScreen* currentScreen = getCurrentScreen();
if (currentScreen->getNextSCreenIndex() != SCREEN_INDEX_NO_SCREEN)
{
m_currentScreenIndex = currentScreen->getNextSCreenIndex();
}
return getCurrentScreen();
}
IGameScreen* ScreenManager::movePrevious()
{
IGameScreen* currentScreen = getCurrentScreen();
if (currentScreen->getPreviousSCreenIndex() != SCREEN_INDEX_NO_SCREEN)
{
m_currentScreenIndex = currentScreen->getPreviousSCreenIndex();
}
return getCurrentScreen();
}
void ScreenManager::addScreen(IGameScreen* screen)
{
screen->build();
screen->setMainGame(m_game);
screen->setScreenIndex(m_screens.size());
m_screens.push_back(screen);
}
void ScreenManager::setScreen(int screenIndex)
{
m_currentScreenIndex = screenIndex;
}
void ScreenManager::destroy()
{
for (size_t i = 0; i < m_screens.size(); i++)
{
m_screens[i]->destroy();
}
m_screens.clear();
m_currentScreenIndex = SCREEN_INDEX_NO_SCREEN;
}
IGameScreen* ScreenManager::getCurrentScreen()
{
if (m_currentScreenIndex != SCREEN_INDEX_NO_SCREEN)
return m_screens[m_currentScreenIndex];
else
return nullptr;
}
}