36 lines
1.1 KiB
C++
36 lines
1.1 KiB
C++
/********************************************************************
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* Created by Dan Andersson, 2014
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* Contains a shared memory struct.
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* Whihc reference passed seamlessly between the game states
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* at their Init calls.
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********************************************************************/
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#ifndef SHAREDSTATECONTENT_H
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#define SHAREDSTATECONTENT_H
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#include <map>
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#include "Utilities.h"
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#include "C_Object.h"
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#include "C_obj\C_StaticObj.h"
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#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
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{
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struct SharedStateContent
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{
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public:
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::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_StaticObj>> staticObjects;
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::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;
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::Input::Keyboard *keyboardDevice_raw;
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::Input::ApplicationKeyboard *keyboardDevice_application;
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};
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} }
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#endif |