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50 lines
1.3 KiB
C++
50 lines
1.3 KiB
C++
#ifndef _CGAMEGLOBALOBJECTS
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#define _CGAMEGLOBALOBJECTS
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#include "types.h"
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#include "rstl/optional_object.hpp"
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#include "rstl/single_ptr.hpp"
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#include "Kyoto/Basics/COsContext.hpp"
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#include "Kyoto/CMemoryCardSys.hpp"
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#include "Kyoto/Alloc/CMemorySys.hpp"
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#include "Kyoto/CResFactory.hpp"
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#include "Kyoto/CSimplePool.hpp"
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#include "Kyoto/CToken.hpp"
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#include "Kyoto/Graphics/CGraphicsSys.hpp"
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#include "Kyoto/TOneStatic.hpp"
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#include "Kyoto/Text/CRasterFont.hpp"
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class IRenderer;
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class CStringTable;
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class CGameState;
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class CMemoryCard;
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class CInGameTweakManager;
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class CGameGlobalObjects {
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public:
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CGameGlobalObjects(COsContext&, CMemorySys&);
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void PostInitialize(COsContext&, CMemorySys&);
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void AddPaksAndFactories();
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void LoadStringTable();
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rstl::single_ptr< CGameState >& GameState() { return gameState; }
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static CRasterFont* LoadDefaultFont();
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private:
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char pad0[4];
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CResFactory resFactory;
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CSimplePool simplePool;
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// CCharacterFactoryBuilder characterFactoryBuilder;
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rstl::single_ptr< CGameState > gameState;
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rstl::single_ptr< CMemoryCard > memoryCard;
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rstl::optional_object< TLockedToken< CStringTable > > stringTable;
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rstl::single_ptr< IRenderer > renderer;
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rstl::single_ptr< CInGameTweakManager > inGameTweakManager;
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};
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#endif // _CGAMEGLOBALOBJECTS
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