render playerlist
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@@ -40,9 +40,10 @@ class StateMachine {
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auto* currentState = m_State.get();
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auto newState = std::make_unique<T>(static_cast<TDerived&>(*this), std::forward<Args>(args)...);
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// This allows chaining
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if (m_State.get() == currentState)
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if (m_State.get() == currentState) {
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m_State = std::move(newState);
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OnStateChange(*m_State);
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OnStateChange(*m_State);
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}
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return static_cast<T*>(m_State.get());
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}
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20
include/td/render/renderer/PlayerListRenderer.h
Normal file
20
include/td/render/renderer/PlayerListRenderer.h
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@@ -0,0 +1,20 @@
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#pragma once
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#include <td/render/Renderer.h>
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#include <client/PlayerManager.h>
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namespace td {
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namespace render {
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class PlayerListRenderer : public BasicRenderer {
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private:
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const client::PlayerManager& m_Players;
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public:
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virtual void Render(float a_Lerp) override;
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PlayerListRenderer(const client::PlayerManager& a_Players);
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~PlayerListRenderer() {}
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};
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} // namespace render
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} // namespace td
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