A reimplementation of Mario Kart Wii's physics engine in C++
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SceneCreatorDynamic.cc
1#include "SceneCreatorDynamic.hh"
2
3#include <egg/core/Heap.hh>
4
5#include <game/scene/RaceScene.hh>
6#include <game/scene/RootScene.hh>
7
8namespace Kinoko::Host {
9
10EGG::Scene *SceneCreatorDynamic::create(int sceneId) const {
11 return create(static_cast<SceneId>(sceneId));
12}
13
14void SceneCreatorDynamic::destroy(int sceneId) const {
15 destroy(static_cast<SceneId>(sceneId));
16}
17
19EGG::Scene *SceneCreatorDynamic::create(SceneId sceneId) const {
20 switch (sceneId) {
21 case SceneId::Root:
22 return EGG::egg_new<Scene::RootScene>();
23 case SceneId::Race:
24 return EGG::egg_new<Scene::RaceScene>();
25 default:
26 PANIC("Unreachable scene creation!");
27 }
28}
29
31void SceneCreatorDynamic::destroy(SceneId sceneId) const {
32 switch (sceneId) {
33 case SceneId::Root:
34 case SceneId::Race:
35 // The base game doesn't do anything, so we don't either
36 break;
37 default:
38 PANIC("Unreachable scene deletion!");
39 }
40}
41
42} // namespace Kinoko::Host
Represents the host application.
Definition HeapCommon.hh:11