/*
* Copyright 2017-2018, Intel Corporation
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* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in
* the documentation and/or other materials provided with the
* distribution.
*
* * Neither the name of the copyright holder nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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*/
#ifndef LIBPMEMOBJ_CPP_EXAMPLES_PMPONG_GAMECONTROLLER_HPP
#define LIBPMEMOBJ_CPP_EXAMPLES_PMPONG_GAMECONTROLLER_HPP
#include "GameConstants.hpp"
#include "GameOverView.hpp"
#include "GameView.hpp"
#include "MenuView.hpp"
#include "PongGameStatus.hpp"
#include <libpmemobj++/make_persistent.hpp>
#include <libpmemobj++/p.hpp>
#include <libpmemobj++/persistent_ptr.hpp>
#include <libpmemobj++/pool.hpp>
#include <libpmemobj++/transaction.hpp>
class GameController {
public:
GameController();
~GameController();
void gameLoop(bool isSimulation = false);
private:
pmem::obj::persistent_ptr<PongGameStatus> gameStatus;
void gameOver(sf::RenderWindow *gameWindow, View *view);
void menu(sf::RenderWindow *gameWindow, View *view);
void handleEventKeypress(sf::Event &event,
sf::RenderWindow *gameWindow);
void gameMatch(sf::RenderWindow *gameWindow, View *view);
void gameMatchSimulation(sf::RenderWindow *gameWindow, View *view);
void resetGameStatus();
};
#endif /* LIBPMEMOBJ_CPP_EXAMPLES_PMPONG_GAMECONTROLLER_HPP */