#pragma once #include "Event.h" // Emitted once per restart, after a queued ResetCommand has been applied and the view has // been reset for the new run (REQ-UI-GAME-MENU). It lets presentation state that does not // live in the simulation -- e.g. the temporary blueprint, REQ-UI-BLUEPRINT-TEMP -- be // dropped for the fresh run. Sent from GameWorldView::resetForNewGame(), which is where a // restart actually lands: the escape menu, game over, and win dialogs only enqueue the // command. class GameResetEvent : public Event { };