Danbias/Code/Game/GameClient/GameClientState/SharedStateContent.h

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/********************************************************************
* Created by Dan Andersson, 2014
* Contains a shared memory struct.
* Whihc reference passed seamlessly between the game states
* at their Init calls.
********************************************************************/
#ifndef SHAREDSTATECONTENT_H
#define SHAREDSTATECONTENT_H
#include <map>
#include "Utilities.h"
#include "C_Object.h"
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#include "C_obj\C_StaticObj.h"
#include "C_obj\C_DynamicObj.h"
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#include "C_Light.h"
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#include "NetworkClient.h"
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#include "Input.h"
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namespace DanBias { namespace Client
{
struct SharedStateContent
{
public:
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::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_StaticObj>> staticObjects;
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_DynamicObj>> dynamicObjects;
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::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_Light>> lights;
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::Oyster::Network::NetworkClient *network;
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::Input::Mouse *mouseDevice;
::Input::Keyboard *keyboardDevice_raw;
::Input::ApplicationKeyboard *keyboardDevice_application;
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};
} }
#endif