Refactor: Python 3.12, build libtcod & SFML from source. Cmake build. Directory cleanup
directories needed: * build - for cmake output * deps - stuff needed to compile McRogueface (headers) libtcod -> ../modules/libtcod/src/libtcod sfml -> ../modules/SFML/include/SFML python -> ../modules/cpython/Include * lib - stuff needed to link McRogueFace (shared objects); also required at runtime libtcod -> `../modules/libtcod/buildsys/autotools/.libs/libtcod.so.1.0.24` sfml -> `../modules/SFML/build/lib/*` python -> `../modules/cpython/libpython3.12.so`; standard lib at ../modules/cpython/build/lib.linux-x86_64-3.12 & ../modules/cpython/Lib You can get dependencies by: - Build from source (i.e. all submodules) - Go download them from each project's website - install packages from your distro and symlink them to deps/lib directories
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41
src/Scene.cpp
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41
src/Scene.cpp
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#include "Scene.h"
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#include "UI.h"
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//Scene::Scene() { game = 0; std::cout << "WARN: default Scene constructor called. (game = " << game << ")" << std::endl;};
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Scene::Scene(GameEngine* g)
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{
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game = g;
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ui_elements = std::make_shared<std::vector<std::shared_ptr<UIDrawable>>>();
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}
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void Scene::registerAction(int code, std::string name)
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{
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actions[code] = name;
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actionState[name] = false;
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}
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bool Scene::hasAction(std::string name)
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{
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for (auto& item : actions)
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if (item.second == name) return true;
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return false;
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}
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bool Scene::hasAction(int code)
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{
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return (actions.find(code) != actions.end());
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}
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std::string Scene::action(int code)
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{
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return actions[code];
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}
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bool Scene::registerActionInjected(int code, std::string name)
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{
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std::cout << "Inject registered action - default implementation\n";
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return false;
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}
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bool Scene::unregisterActionInjected(int code, std::string name)
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{
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return false;
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}
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