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#ifndef StateGame_h__
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#define StateGame_h__
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#include "IGameState.h"
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#include "ActionBuffer.h"
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class MyGame;
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class StateGame : public IGameState
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{
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public:
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StateGame(const String& name, MyGame* engine);
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void Update();
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void Render();
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void OnEnter();
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void OnLeave();
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void ProcessCmd(const String& cmd, void* params);
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bool KeyDown( Core::Key key, unsigned int text, const std::string& str );
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bool KeyUp( Core::Key key, unsigned int text, const std::string& str );
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bool MouseMove( int absX, int relX, int absY, int relY);
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bool MousePressed(int buttonId);
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bool MouseReleased(int buttonId);
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private:
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MyGame* pGame;
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ActionBuffer playerActions;
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};
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#endif // StateGame_h__
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@@ -0,0 +1,33 @@
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#ifndef StateSettings_h__
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#define StateSettings_h__
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#include "IGameState.h"
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#include "ActionBuffer.h"
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#include <gui/GUIManager.h>
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#include <gui/GUIOverlay.h>
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#include <gui/GUIComboBox.h>
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#include <gui/GUIPlane.h>
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class MyGame;
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class StateSettings : public IGameState
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{
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public:
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StateSettings(const String& name, MyGame* engine);
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void Update();
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void Render();
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void OnEnter();
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void OnLeave();
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void ProcessCmd(const String& cmd, void* params);
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bool KeyDown( Key key, unsigned int text, const std::string& str );
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bool KeyUp( Key key, unsigned int text, const std::string& str );
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bool MouseMove( int absX, int relX, int absY, int relY);
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bool MousePressed(int buttonId);
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bool MouseReleased(int buttonId);
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private:
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MyGame* pGame;
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GUIOverlay* pMenu;
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};
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#endif // StateSettings_h__
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