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- #include "game_manager.h"
- #include "level_i.h"
- #include <furi.h>
- #include <m-list.h>
- LIST_DEF(LevelList, Level*, M_POD_OPLIST);
- struct GameManager {
- LevelList_t levels;
- Level* current_level;
- Level* next_level;
- RunningGameEngine* engine;
- InputState input;
- void* game_context;
- };
- GameManager* game_manager_alloc() {
- GameManager* manager = malloc(sizeof(GameManager));
- LevelList_init(manager->levels);
- manager->current_level = NULL;
- manager->next_level = NULL;
- manager->engine = NULL;
- manager->game_context = NULL;
- memset(&manager->input, 0, sizeof(InputState));
- return manager;
- }
- void game_manager_free(GameManager* manager) {
- level_call_stop(manager->current_level);
- LevelList_it_t it;
- LevelList_it(it, manager->levels);
- while(!LevelList_end_p(it)) {
- level_call_free(*LevelList_cref(it));
- level_free(*LevelList_cref(it));
- LevelList_next(it);
- }
- LevelList_clear(manager->levels);
- free(manager);
- }
- Level* game_manager_add_level(GameManager* manager, const LevelBehaviour* behaviour) {
- UNUSED(manager);
- Level* level = level_alloc(behaviour);
- LevelList_push_back(manager->levels, level);
- level_call_alloc(level);
- if(!manager->current_level) {
- manager->current_level = level;
- level_call_start(level);
- }
- return level;
- }
- void game_manager_next_level_set(GameManager* manager, Level* next_level) {
- manager->next_level = next_level;
- }
- Level* game_manager_current_level_get(GameManager* manager) {
- return manager->current_level;
- }
- void game_manager_update(GameManager* manager) {
- if(manager->next_level) {
- level_call_stop(manager->current_level);
- manager->current_level = manager->next_level;
- level_call_start(manager->current_level);
- manager->next_level = NULL;
- }
- level_update(manager->current_level, manager);
- }
- void game_manager_render(GameManager* manager, Canvas* canvas) {
- level_render(manager->current_level, manager, canvas);
- }
- void game_manager_engine_set(GameManager* manager, RunningGameEngine* engine) {
- manager->engine = engine;
- }
- void game_manager_input_set(GameManager* manager, InputState input) {
- manager->input = input;
- }
- void game_manager_game_context_set(GameManager* manager, void* context) {
- manager->game_context = context;
- }
- RunningGameEngine* game_manager_engine_get(GameManager* manager) {
- return manager->engine;
- }
- InputState game_manager_input_get(GameManager* manager) {
- return manager->input;
- }
- void* game_manager_game_context_get(GameManager* manager) {
- return manager->game_context;
- }
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