Add background layer from IngameScene, not the base class.
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9428e63fc2
commit
b60bbf3739
2 changed files with 8 additions and 10 deletions
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@ -22,7 +22,6 @@
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#include "sdlmain.hpp"
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#include "sdlmain.hpp"
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#include "rect.hpp"
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#include "rect.hpp"
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#include "drawing_queue.hpp"
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#include "drawing_queue.hpp"
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#include "draw_layer_names.hpp"
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#include <cassert>
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#include <cassert>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL.h>
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#include <algorithm>
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#include <algorithm>
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@ -79,9 +78,6 @@ namespace curry {
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m_wants_to_quit(false)
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m_wants_to_quit(false)
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{
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{
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assert(m_sdlmain);
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assert(m_sdlmain);
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const bool layer_added = m_drawing_queue->add_layer(DrawaLayerNames::Background);
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assert(layer_added);
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static_cast<void>(layer_added);
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}
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}
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GameSceneBase::~GameSceneBase() noexcept = default;
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GameSceneBase::~GameSceneBase() noexcept = default;
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@ -45,6 +45,11 @@
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namespace curry {
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namespace curry {
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namespace {
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namespace {
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void add_layer_assert_done (DrawingQueue& parDQ, DrawaLayerNames parName) {
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const bool layer_added = parDQ.add_layer(parName);
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assert(layer_added);
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static_cast<void>(layer_added);
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}
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} //unnamed namespace
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} //unnamed namespace
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struct IngameScene::LocalData {
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struct IngameScene::LocalData {
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@ -62,9 +67,6 @@ namespace curry {
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MovingObject player;
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MovingObject player;
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Character character;
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Character character;
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WorldItems moveable_items;
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WorldItems moveable_items;
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#if !defined(NDEBUG)
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std::size_t debug_layer_id;
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#endif
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};
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};
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IngameScene::IngameScene (cloonel::SDLMain* parSDLMain) :
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IngameScene::IngameScene (cloonel::SDLMain* parSDLMain) :
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@ -79,10 +81,10 @@ namespace curry {
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inp.AddAction(ActionUp, Key(InputDevice_Keyboard, SDL_SCANCODE_UP), "Move up");
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inp.AddAction(ActionUp, Key(InputDevice_Keyboard, SDL_SCANCODE_UP), "Move up");
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inp.AddAction(ActionRight, Key(InputDevice_Keyboard, SDL_SCANCODE_RIGHT), "Move right");
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inp.AddAction(ActionRight, Key(InputDevice_Keyboard, SDL_SCANCODE_RIGHT), "Move right");
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inp.AddAction(ActionDown, Key(InputDevice_Keyboard, SDL_SCANCODE_DOWN), "Move down");
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inp.AddAction(ActionDown, Key(InputDevice_Keyboard, SDL_SCANCODE_DOWN), "Move down");
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add_layer_assert_done(drawing_queue(), DrawaLayerNames::Background);
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#if !defined(NDEBUG)
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#if !defined(NDEBUG)
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const bool layer_added = drawing_queue().add_layer(DrawaLayerNames::Debug);
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add_layer_assert_done(drawing_queue(), DrawaLayerNames::Debug);
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assert(layer_added);
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static_cast<void>(layer_added);
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#endif
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#endif
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}
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}
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