Remove files that were not being used anymore
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@ -1,25 +0,0 @@
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project(our_dick)
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cmake_minimum_required(VERSION 3.0.2)
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include(GNUInstallDirs)
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set(INCLUDE_PATH ${CMAKE_SOURCE_DIR}/include)
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include_directories(BEFORE SYSTEM "${INCLUDE_PATH}")
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option(ENABLE_PROFILING "Enable asan" OFF)
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option(BUILD_TESTS "Enable testing" OFF)
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mark_as_advanced(ENABLE_PROFILING)
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add_executable(main "src/main.cpp")
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target_compile_options(main PRIVATE -Wall -Wextra -pedantic -std=c++17)
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if(ENABLE_PROFILING)
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target_compile_options(main PRIVATE -fsanitize=address -fno-omit-frame-pointer -fno-optimize-sibling-calls)
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target_link_options(main PRIVATE -fsanitize=address -fno-omit-frame-pointer -fno-optimize-sibling-calls)
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endif()
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if(BUILD_TESTS)
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enable_testing()
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add_subdirectory(tests)
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endif()
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target_compile_options(main PRIVATE -Wall -Wextra -pedantic -std=c++17)
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@ -1,86 +0,0 @@
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observer
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virtual on_notify(const event& e)
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observer_subject
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std::vector<observer*> m_observers
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notify(const event& e)
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for(observer : m_observers)
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observer.on_notify(e);
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void add_observer(observer* obs)
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m_observers.push_back(obs);
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void remove_observer(
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game : public observer
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game_state_manager
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resource_manager
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queue<input_event>
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bool m_game_over
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on_notify(const event& e)override{
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if(e.type == should_close)
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m_game_over = true;
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}
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game_state_manager : public observer_subject
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stack<unique_ptr<game_state_iface>> stack
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update(double time, queue<input_event>&){
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stack.top()->update(time, queue);
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}
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draw(){
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stack.top()->draw();
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}
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void pop_state()
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void push_state()
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void replace_state()
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game_state_iface
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game_state_manager* m_owner
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virtual enter()
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virtual leave()
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virtual update(float time, queue<input_event>&)
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virtual draw()
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play_state : public game_state_iface
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scene game_scene
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renderer_handle
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enter()override
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leave()override
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update(float time, queue<input_event>&)override{
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if(event == PRESS_PAUSE_BUTTON)
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m_owner->push_state(new pause_state(this))
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}
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draw()override
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pause_state : public game_state_iface
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scene pause_menu
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play_state* under_state
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renderer_handle
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pause_state(play_state* last_state)
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enter()override
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leave()override
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update(float time, queue<input_event>&)override{
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if(event == PRESS_RESUME_BUTTON)
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m_owner->pop_state()
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else if(event == PRESS_EXIT_BUTTON)
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m_owner->notify(should_close_event{});
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}
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draw()override{
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under_state->draw();
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//draw this state over that state
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}
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main_menu_state : public game_state_iface
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scene main_menu
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renderer handle
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enter()override
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leave()override
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update(float time, queue<input_event>&)override{
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if(event == CLICK_ON_START_BUTTON)
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m_owner->replace_state(new play_state);
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}
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draw()override
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