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#include <SDL.h>
#include <vector>
#include "highscore.h"
#include "state.h"
#ifndef HSLIST_H
#define HSLIST_H
typedef std::vector<Highscore*> hslist_t;
void resetRanks(hslist_t in);
class HighscoreList
{
public:
SDL_Surface* render();
protected:
hslist_t getLocalHighscores();
hslist_t getGlobalHighscores();
hslist_t hslist;
};
class LocalHighscoreList : public HighscoreList {
public:
LocalHighscoreList();
int addHighscore(Highscore* h);
void writeHighscores();
};
class GlobalHighscoreList : public HighscoreList {
public:
GlobalHighscoreList();
GlobalHighscoreList(Highscore* h);
SDL_Surface* render();
bool didFail();
private:
typedef HighscoreList super;
protected:
bool fail;
};
class ChooseHighscoreListState : public State {
public:
State* operator() (SDL_Window* window, SDL_Renderer* renderer);
};
class DisplayLocalHighscoreListState : public State {
public:
State* operator() (SDL_Window* window, SDL_Renderer* renderer);
};
class DisplayAndReturnLocalHighscoreListState : public State {
public:
State* operator() (SDL_Window* window, SDL_Renderer* renderer);
};
class DisplayGlobalHighscoreListState : public State {
public:
State* operator() (SDL_Window* window, SDL_Renderer* renderer);
protected:
SDL_Surface* list_s;
SDL_Texture* list;
GlobalHighscoreList* lhl;
SDL_mutex* m;
private:
static int LoadHighscoreList(void* pParam);
};
class EnterHighscoreState : public State {
public:
EnterHighscoreState(int level);
State* operator() (SDL_Window* window, SDL_Renderer* renderer);
private:
int level;
int lp;
char* hsname;
SDL_Texture* newName;
};
class NewHighscoreState : public State {
public:
NewHighscoreState(Highscore* h);
State* operator() (SDL_Window* window, SDL_Renderer* renderer);
private:
Highscore* h;
};
class SubmitHighscoreState : public State {
public:
SubmitHighscoreState(Highscore* h);
State* operator() (SDL_Window* window, SDL_Renderer* renderer);
protected:
Highscore* h;
SDL_mutex* m;
GlobalHighscoreList* lhl;
private:
static int SubmitHighscore(void* pParam);
};
class FailedSubmittingHighscoreState : public State {
public:
FailedSubmittingHighscoreState(Highscore* h);
State* operator() (SDL_Window* window, SDL_Renderer* renderer);
private:
Highscore* h;
};
class SubmittedHighscoreState : public State {
public:
SubmittedHighscoreState(GlobalHighscoreList* lhl, Highscore* h);
State* operator() (SDL_Window* window, SDL_Renderer* renderer);
private:
GlobalHighscoreList* lhl;
Highscore* h;
};
#endif
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