<pre>#pragma once #ifndef STATE_H #define STATE_H #include "Player.h" #include "GrphSettings.h" class Player; class GrphSettings; class State; class StData { public: StData() {}; //Vars float GridSize; sf::RenderWindow* Window; GrphSettings* GSettings; std::map<std::string, int>* SupportedKeys;//namespace "std" has no member "string" std::stack<State*>* states; }; class State { private: protected: StData* Stdata; std::stack<State*>* states; sf::RenderWindow* window; std::map<std::string, int>* SupportedKeys ;//namespace "std" has no member "string" std::map<std::string, int> Keybinds;//namespace "std" has no member "string" bool quit; bool pause; float keyTime; float keyTimeMax; float GridSize; sf::Vector2i MousePosScr; sf::Vector2i MousePosWind; sf::Vector2f MousePosView; //Resources std::map<std::string,sf::Texture> texture;//namespace "std" has no member "string" //Funcs virtual void InitKeybinds() = 0; public: State(StData* Stdata); virtual~State(); //Access const bool getKeytime(); const bool& getquit()const; //Funcs void Endstate(); void PauseSt(); void UnPauseSt(); virtual void UpdateInput(const float& dt) = 0; virtual void UpdateMousePos(); virtual void UpdateKeyTime(const float& dt); virtual void Update(const float& dt) = 0; virtual void Render(sf::RenderTarget* target = nullptr) = 0; }; #endif // !1
#include <map>
#include <string> #include <stack>
Player.h
GrphSettings.h
var
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