#ifndef _MODEL_H #define _MODEL_H #include "ModelBase.h" #include "AsteroidsEnums.h" namespace asteroids { class Model : public Engine::ModelBase { public: virtual ~Model() {}; virtual void Process(); int DoLoadLevel (const char* filename); int DoSaveLevel (const char* filename); bool OnLevelComplete(); void SetGameState (const GameState &state) { mLastGameState = mGameState; mGameState = state; }; GameState GetGameState () { return mGameState; }; int GetPlayerLives () { return mPlayerLives; }; float GetWorldWidth (); float GetWorldHeight (); protected: /** \brief Initializes the system */ virtual int OnInit (int argc, char* argv[]); virtual void OnDestroy() { Engine::ModelBase::OnDestroy(); mAsteroids.clear(); delete mLevelCompleteEventHandler; }; virtual void OnRegisterCommands (); virtual void OnCreateEntity (const int type, const unsigned int id); virtual void OnKillEntity (const Engine::EntityBase *entity); private: unsigned int InitLevelList (); /** \brief Keeps a list of all asteroids */ std::vector mAsteroids; GameState mGameState; GameState mLastGameState; int mPlayerLives; std::vector mLevelList; unsigned int mCurrentLevelIndex; /* event handler class definitions */ class LevelCompleteEventHandler : public Engine::EventListenerBase { public: explicit LevelCompleteEventHandler (Model *view) : mModel (view) {}; virtual bool HandleEvent (const Engine::EventBasePtr &event) const { return mModel->OnLevelComplete(); } private: LevelCompleteEventHandler() {}; Model *mModel; }; /* event handler member variables */ LevelCompleteEventHandler *mLevelCompleteEventHandler; friend class View; }; } #endif // _MODEL_H