mirror of https://github.com/AxioDL/metaforce.git
moved AdvanceGameState to subclass
This commit is contained in:
parent
d6e0a1c7c6
commit
3616f14f94
|
@ -23,21 +23,4 @@ CIOWin::EMessageReturn CMainFlowBase::OnMessage(const CArchitectureMessage& msg,
|
|||
return MsgRetNormal;
|
||||
}
|
||||
|
||||
void CMainFlowBase::AdvanceGameState(CArchitectureQueue& queue)
|
||||
{
|
||||
switch (x14_gameState)
|
||||
{
|
||||
case ClientStateFrontEnd:
|
||||
SetGameState(ClientStateGameLoad, queue);
|
||||
break;
|
||||
case ClientStateUnspecified:
|
||||
case ClientStateGameLoad:
|
||||
SetGameState(ClientStateMoviePlay, queue);
|
||||
break;
|
||||
case ClientStateMoviePlay:
|
||||
SetGameState(ClientStateFrontEnd, queue);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -21,7 +21,7 @@ protected:
|
|||
public:
|
||||
CMainFlowBase(const char* name) : CIOWin(name) {}
|
||||
EMessageReturn OnMessage(const CArchitectureMessage& msg, CArchitectureQueue& queue);
|
||||
void AdvanceGameState(CArchitectureQueue& queue);
|
||||
virtual void AdvanceGameState(CArchitectureQueue& queue)=0;
|
||||
virtual void SetGameState(EClientFlowStates state, CArchitectureQueue& queue)=0;
|
||||
};
|
||||
|
||||
|
|
|
@ -12,7 +12,22 @@ namespace Retro
|
|||
namespace MP1
|
||||
{
|
||||
|
||||
|
||||
void CMainFlow::AdvanceGameState(CArchitectureQueue& queue)
|
||||
{
|
||||
switch (x14_gameState)
|
||||
{
|
||||
case ClientStateFrontEnd:
|
||||
SetGameState(ClientStateGameLoad, queue);
|
||||
break;
|
||||
case ClientStateUnspecified:
|
||||
case ClientStateGameLoad:
|
||||
SetGameState(ClientStateMoviePlay, queue);
|
||||
break;
|
||||
case ClientStateMoviePlay:
|
||||
SetGameState(ClientStateFrontEnd, queue);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void CMainFlow::SetGameState(EClientFlowStates state, CArchitectureQueue& queue)
|
||||
{
|
||||
|
|
|
@ -15,6 +15,7 @@ class CMainFlow : public CMainFlowBase
|
|||
{
|
||||
public:
|
||||
CMainFlow() : CMainFlowBase("CMainFlow") {}
|
||||
void AdvanceGameState(CArchitectureQueue& queue);
|
||||
void SetGameState(EClientFlowStates state, CArchitectureQueue& queue);
|
||||
bool GetIsContinueDraw() const {return false;}
|
||||
void Draw() const {}
|
||||
|
|
Loading…
Reference in New Issue