10 #ifndef ST_GAME_MANAGER_MOCK_HPP
11 #define ST_GAME_MANAGER_MOCK_HPP
14 #include <SDL_atomic.h>
15 #include <task_manager.hpp>
16 #include "../../../../ST_message_bus/include/message_bus.hpp"
17 #include <game_manager/level/level.hpp>
35 void handle_messages();
37 int8_t load_level(
const std::string &) {
return 0; }
39 void unload_level(
const std::string &) {}
41 void start_level(
const std::string &) {}
45 void run_level_loop() {}
51 bool fullscreen_status =
false;
52 bool vsync_flag =
true;
53 uint8_t music_volume_level = 100;
54 uint8_t sounds_volume_level = 100;
55 bool audio_enabled =
true;
69 bool key_pressed(
size_t arg)
const {
return true; };
71 bool key_held(
size_t arg)
const {
return true; };
97 void save_state(
const std::string &filepath) {};
108 uint8_t get_level_calls = 0;
109 uint8_t center_camera_on_entity_calls = 0;
This object contains all the data for a level and provides functions for loading and unloading a leve...
This class is responsible for managing all levels and the lua backend, it is the heart of the engine.
bool key_released(uint16_t arg) const
uint16_t get_internal_width() const
void center_camera_on_entity(uint64_t id)
uint16_t get_window_height() const
int16_t get_left_stick_vertical() const
bool key_held(uint16_t arg) const
int16_t get_left_trigger() const
int32_t get_mouse_x() const
int16_t get_right_stick_vertical() const
int16_t get_left_stick_horizontal() const
ST::level * get_level() const
uint16_t get_window_width() const
bool game_is_running() const
uint16_t get_internal_height() const
int32_t get_mouse_y() const
bool key_pressed(uint16_t arg) const
int16_t get_right_trigger() const
game_manager(message_bus &msg_bus)
int16_t get_right_stick_horizontal() const
std::string get_active_level() const
The central messaging system of the engine. All subsystem make extensive use of it.
The Task Manager handles all things multi-threaded in the engine.