2015-08-20 02:52:07 +00:00
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#include "CMainFlow.hpp"
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2015-08-22 01:58:41 +00:00
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#include "CArchitectureQueue.hpp"
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#include "CMFGame.hpp"
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2015-08-20 02:52:07 +00:00
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namespace Retro
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{
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2015-08-22 01:58:41 +00:00
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void CMainFlow::AdvanceGameState(CArchitectureQueue& queue)
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{
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}
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void CMainFlow::SetGameState(EClientFlowStates state, CArchitectureQueue& queue)
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{
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switch (state)
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{
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case StateGameLoad:
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queue.PushMessage(std::move(MakeMsg::CreateCreateIOWin(TargetMainFlow, 10, 1000, new CMFGameLoader())));
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break;
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default: break;
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}
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}
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bool CMainFlow::OnMessage(const CArchitectureMessage& msg, CArchitectureQueue& queue)
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2015-08-20 02:52:07 +00:00
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{
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switch (msg.GetType())
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{
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case MsgTimerTick:
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2015-08-22 01:58:41 +00:00
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AdvanceGameState(queue);
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break;
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case MsgSetGameState:
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2015-08-20 02:52:07 +00:00
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{
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2015-08-22 01:58:41 +00:00
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CArchMsgParmInt32 state = MakeMsg::GetParmNewGameflowState(msg);
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SetGameState(EClientFlowStates(state.m_parm), queue);
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return true;
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2015-08-20 02:52:07 +00:00
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}
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default: break;
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}
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2015-08-22 01:58:41 +00:00
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return false;
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2015-08-20 02:52:07 +00:00
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}
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}
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