switch to using own event system
This commit is contained in:
10
src/lib/eventsystem/event/ArenaInspectRequestedEvent.h
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10
src/lib/eventsystem/event/ArenaInspectRequestedEvent.h
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#pragma once
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#include "Event.h"
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class ArenaInspectRequestedEvent : public Event
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{
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public:
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explicit ArenaInspectRequestedEvent(int arenaIndex) : arenaIndex(arenaIndex) {}
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const int arenaIndex;
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};
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src/lib/eventsystem/event/ArenaStartRequestedEvent.h
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src/lib/eventsystem/event/ArenaStartRequestedEvent.h
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#pragma once
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#include "Event.h"
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class ArenaStartRequestedEvent : public Event
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{
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public:
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explicit ArenaStartRequestedEvent(int arenaIndex) : arenaIndex(arenaIndex) {}
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const int arenaIndex;
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};
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7
src/lib/eventsystem/event/BlueprintModeExitedEvent.h
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src/lib/eventsystem/event/BlueprintModeExitedEvent.h
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#pragma once
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#include "Event.h"
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class BlueprintModeExitedEvent : public Event
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{
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};
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12
src/lib/eventsystem/event/BlueprintPlacementRequestedEvent.h
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src/lib/eventsystem/event/BlueprintPlacementRequestedEvent.h
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#pragma once
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#include "Blueprint.h"
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#include "Event.h"
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class BlueprintPlacementRequestedEvent : public Event
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{
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public:
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explicit BlueprintPlacementRequestedEvent(Blueprint blueprint)
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: blueprint(std::move(blueprint)) {}
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const Blueprint blueprint;
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};
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7
src/lib/eventsystem/event/BuilderModeExitedEvent.h
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7
src/lib/eventsystem/event/BuilderModeExitedEvent.h
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#pragma once
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#include "Event.h"
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class BuilderModeExitedEvent : public Event
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{
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};
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11
src/lib/eventsystem/event/BuildingTypeSelectedEvent.h
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src/lib/eventsystem/event/BuildingTypeSelectedEvent.h
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#pragma once
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#include "BuildingType.h"
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#include "Event.h"
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class BuildingTypeSelectedEvent : public Event
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{
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public:
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explicit BuildingTypeSelectedEvent(BuildingType type) : type(type) {}
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const BuildingType type;
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};
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@@ -7,6 +7,23 @@ SET(HDRS
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${CMAKE_CURRENT_SOURCE_DIR}/GameSpeedChangedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/BossWaveUpdatedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/SchematicChoicesAvailableEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/SelectionChangedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/GameOverEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/BuilderModeExitedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/BlueprintModeExitedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/EscapeMenuRequestedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/DemolishModeChangedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/BuildingTypeSelectedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/ExitBuilderModeRequestedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/DemolishModeToggleRequestedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/BlueprintPlacementRequestedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/ExitBlueprintModeRequestedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/SpeedChangeRequestedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/LayoutDialogRequestedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/InspectWindowClosedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/ArenaStartRequestedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/ArenaInspectRequestedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/WeaponFiredEvent.h
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PARENT_SCOPE
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)
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10
src/lib/eventsystem/event/DemolishModeChangedEvent.h
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src/lib/eventsystem/event/DemolishModeChangedEvent.h
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#pragma once
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#include "Event.h"
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class DemolishModeChangedEvent : public Event
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{
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public:
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explicit DemolishModeChangedEvent(bool active) : active(active) {}
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const bool active;
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};
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@@ -0,0 +1,7 @@
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#pragma once
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#include "Event.h"
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class DemolishModeToggleRequestedEvent : public Event
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{
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};
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7
src/lib/eventsystem/event/EscapeMenuRequestedEvent.h
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src/lib/eventsystem/event/EscapeMenuRequestedEvent.h
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#pragma once
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#include "Event.h"
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class EscapeMenuRequestedEvent : public Event
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{
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};
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@@ -0,0 +1,7 @@
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#pragma once
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#include "Event.h"
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class ExitBlueprintModeRequestedEvent : public Event
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{
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};
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@@ -0,0 +1,7 @@
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#pragma once
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#include "Event.h"
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class ExitBuilderModeRequestedEvent : public Event
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{
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};
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7
src/lib/eventsystem/event/GameOverEvent.h
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7
src/lib/eventsystem/event/GameOverEvent.h
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#pragma once
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#include "Event.h"
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class GameOverEvent : public Event
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{
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};
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7
src/lib/eventsystem/event/InspectWindowClosedEvent.h
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7
src/lib/eventsystem/event/InspectWindowClosedEvent.h
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#pragma once
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#include "Event.h"
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class InspectWindowClosedEvent : public Event
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{
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};
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12
src/lib/eventsystem/event/LayoutDialogRequestedEvent.h
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src/lib/eventsystem/event/LayoutDialogRequestedEvent.h
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#pragma once
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#include "BuildingId.h"
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#include "Event.h"
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class LayoutDialogRequestedEvent : public Event
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{
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public:
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explicit LayoutDialogRequestedEvent(BuildingId shipyardId)
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: shipyardId(shipyardId) {}
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const BuildingId shipyardId;
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};
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14
src/lib/eventsystem/event/SelectionChangedEvent.h
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14
src/lib/eventsystem/event/SelectionChangedEvent.h
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#pragma once
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#include <vector>
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#include "BuildingId.h"
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#include "Event.h"
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class SelectionChangedEvent : public Event
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{
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public:
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explicit SelectionChangedEvent(std::vector<BuildingId> ids)
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: ids(std::move(ids)) {}
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const std::vector<BuildingId> ids;
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};
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10
src/lib/eventsystem/event/SpeedChangeRequestedEvent.h
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10
src/lib/eventsystem/event/SpeedChangeRequestedEvent.h
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#pragma once
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#include "Event.h"
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class SpeedChangeRequestedEvent : public Event
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{
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public:
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explicit SpeedChangeRequestedEvent(double multiplier) : multiplier(multiplier) {}
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const double multiplier;
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};
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17
src/lib/eventsystem/event/WeaponFiredEvent.h
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src/lib/eventsystem/event/WeaponFiredEvent.h
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#pragma once
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#include "Event.h"
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#include "Tick.h"
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#include "entt/entity/entity.hpp"
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struct WeaponFiredEvent : public Event
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{
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WeaponFiredEvent() = default;
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WeaponFiredEvent(entt::entity shooter, entt::entity target, Tick emittedAt)
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: shooter(shooter), target(target), emittedAt(emittedAt) {}
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entt::entity shooter = entt::null;
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entt::entity target = entt::null;
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Tick emittedAt = 0;
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};
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