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Copy pathscene.cpp
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176 lines (157 loc) · 2.53 KB
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#include "scene.h"
#include "game.h"
#include "renderer.h"
#include "keyboard.h"
#include "texture.h"
#include "title.h"
#include "stageselect.h"
#include "result.h"
#include "debugscene.h"
#include "define.h"
#include "debug_ui.h"
#include "options_manager.h"
using namespace DirectX;
static SCENE scene = SCENE_TITLE;
static std::string playjson; //SCENE_STAGESELECTからSCENE_GAMEへのjson指定
static SendResult result = {};
void Init( void )
{
static bool optionChecked = false;
if (!optionChecked)
{
optionChecked = true;
const std::string& directPlayPath = Options_GetDirectPlayPath();
if (!directPlayPath.empty())
{
SetPlayJson(directPlayPath);
scene = SCENE_GAME;
}
}
switch ( scene )
{
case SCENE_TITLE:
Title_Initialize();
break;
case SCENE_STAGESELECT:
StageSelect_Initialize();
break;
case SCENE_GAME:
Game_Initialize();
break;
case SCENE_RESULT:
Result_Initialize();
break;
case SCENE_DEBUG:
DebugScene_Initialize();
break;
default:
break;
}
}
void Update( void )
{
if (Keyboard_IsKeyDownTrigger(KK_F2))
{
TakeScreenshot();
}
switch ( scene )
{
case SCENE_TITLE:
Title_Update();
break;
case SCENE_STAGESELECT:
StageSelect_Update();
break;
case SCENE_GAME:
Game_Update();
break;
case SCENE_RESULT:
Result_Update();
break;
case SCENE_DEBUG:
DebugScene_Update();
break;
default:
break;
}
}
void Draw( void )
{
switch ( scene )
{
case SCENE_TITLE:
Title_Draw();
break;
case SCENE_STAGESELECT:
StageSelect_Draw();
break;
case SCENE_GAME:
Game_Draw();
break;
case SCENE_RESULT:
Result_Draw();
break;
case SCENE_DEBUG:
DebugScene_Draw();
break;
default:
break;
}
DebugUI_Draw();
}
void Finalize( void )
{
switch ( scene )
{
case SCENE_TITLE:
Title_Finalize();
break;
case SCENE_STAGESELECT:
StageSelect_Finalize();
break;
case SCENE_GAME:
Game_Finalize();
break;
case SCENE_RESULT:
Result_Finalize();
break;
case SCENE_DEBUG:
DebugScene_Finalize();
break;
default:
break;
}
}
void SetScene( SCENE id )
{
Finalize();
scene = id;
Init();
}
SCENE GetScene( void )
{
return scene;
}
void SetPlayJson(const std::string& jsonName)
{
playjson = jsonName;
}
const std::string& GetPlayJson(void)
{
return playjson;
}
void SetResult(const SendResult& r) {
result = r;
}
const SendResult* GetResult() {
return &result;
}
static bool g_KeepLoadedData = false;
void SetKeepLoadedData(bool keep)
{
g_KeepLoadedData = keep;
}
bool GetKeepLoadedData(void)
{
return g_KeepLoadedData;
}