/******************************************************************** * 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" #include "C_obj\C_StaticObj.h" #include "C_obj\C_DynamicObj.h" #include "NetworkClient.h" #include "L_inputClass.h" namespace DanBias { namespace Client { struct SharedStateContent { public: ::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_StaticObj>> staticObjects; ::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_DynamicObj>> dynamicObjects; ::Oyster::Network::NetworkClient *network; InputClass* input; }; } } #endif