Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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SceneCreatorDynamic.cc
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#include "SceneCreatorDynamic.hh"
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#include <egg/core/Heap.hh>
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#include <game/scene/RaceScene.hh>
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#include <game/scene/RootScene.hh>
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namespace
Kinoko::Host
{
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EGG::Scene *SceneCreatorDynamic::create(
int
sceneId)
const
{
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return
create(
static_cast<
SceneId
>
(sceneId));
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}
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void
SceneCreatorDynamic::destroy(
int
sceneId)
const
{
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destroy(
static_cast<
SceneId
>
(sceneId));
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}
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EGG::Scene *SceneCreatorDynamic::create(SceneId sceneId)
const
{
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switch
(sceneId) {
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case
SceneId::Root:
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return
EGG::egg_new<Scene::RootScene>();
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case
SceneId::Race:
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return
EGG::egg_new<Scene::RaceScene>();
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default
:
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PANIC(
"Unreachable scene creation!"
);
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}
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}
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void
SceneCreatorDynamic::destroy(SceneId sceneId)
const
{
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switch
(sceneId) {
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case
SceneId::Root:
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case
SceneId::Race:
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// The base game doesn't do anything, so we don't either
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break
;
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default
:
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PANIC(
"Unreachable scene deletion!"
);
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}
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}
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}
// namespace Kinoko::Host
Kinoko::Host
Represents the host application.
Definition
HeapCommon.hh:11
host
SceneCreatorDynamic.cc
Made by
Malleo
. Logo by
vabold
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