- Created emulator-specific lua_game_emulator.cpp using filesystem instead of FatFS - Created lua_game_loader_emulator.cpp to scan games/lua_examples directory - Updated CMakeLists.txt to include Lua 5.4 engine and bindings - Updated to SFML 3.0 API compatibility (event handling, sprite initialization) - Updated Game class to use public members for Lua bindings - Updated GameLauncher to use std::function for lambda captures - Added continuous 60 FPS rendering for smooth display - Emulator now loads and runs all three example Lua games
27 lines
832 B
C++
27 lines
832 B
C++
// Emulator copy of game.h
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#ifndef GAME_H
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#define GAME_H
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#include <stdint.h>
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#include "input_event.h"
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#include "../display/low_level_render.h"
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#include "../display/low_level_gui.h"
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class InputManager;
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class Game {
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public:
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Game(uint16_t width, uint16_t height, LowLevelRenderer* renderer, LowLevelGUI* gui, InputManager* input_manager)
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: width(width), height(height), renderer(renderer), gui(gui), input_manager(input_manager) {}
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virtual ~Game() {}
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virtual void init() = 0;
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virtual bool update(const InputEvent& event) = 0;
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virtual void draw() = 0;
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virtual bool wants_to_exit() const { return false; }
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// Public members for Lua bindings access
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uint16_t width;
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uint16_t height;
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LowLevelRenderer* renderer;
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LowLevelGUI* gui;
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InputManager* input_manager;
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};
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#endif // GAME_H
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