[Updated] Codebase to deal with wasm-style keyboard and mouse inputs
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#ifndef ASSET_SERVICE_H
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#define ASSET_SERVICE_H
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#include "raylib.h"
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#include <vector>
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#include <string>
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#include <unordered_map>
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#include "enums/EFont.h"
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#include "enums/EMusic.h"
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#include "enums/EBackground.h"
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#include "enums/EMap.h"
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#include "services/Service.h"
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class AssetService: public Service<AssetService>
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{
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public:
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void setAssetDir(std::string assetDir){this->assetDir = assetDir;}
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Font getFont(EFont font, int fontSize);
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Music getMusic(EMusic music) {
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return this->music[music];
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}
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Texture2D getBackground(EBackground background){
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return this->backgrounds[background];
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}
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Texture2D loadTexture(std::string filename);
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std::string getMapUrl(EMap map) {
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return this->assetDir + this->maps[map];
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}
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protected:
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AssetService();
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private:
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/** Friend to allow access to the constructor */
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friend class Service<AssetService>;
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std::string assetDir;
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std::unordered_map<EFont, std::string> fonts;
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std::vector<Sound> sounds;
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std::unordered_map<EMusic, Music> music;
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std::unordered_map<EBackground, Texture2D> backgrounds;
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std::unordered_map<EMap, std::string> maps;
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void setAssets();
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Music loadMusic(std::string filename, bool loops);
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Sound loadSound(std::string filename);
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std::string getFontUrl(EFont font);
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};
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#endif
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@@ -0,0 +1,30 @@
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#ifndef AUDIO_SERVICE_H
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#define AUDIO_SERVICE_H
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#include "raylib.h"
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#include "enums/EMusic.h"
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#include "services/Service.h"
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#include <optional>
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class AudioService : public Service<AudioService>
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{
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public:
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void setMusic(EMusic music);
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std::optional<Music> getMusic(){return music;}
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EMusic getCurrentTrack(){return currentTrack;}
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void playMusic();
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void pauseMusic();
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void stopMusic();
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void playSound();
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void stopSounds();
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protected:
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private:
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std::optional<Music> music;
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EMusic currentTrack = EMusic::NONE;
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};
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#endif
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@@ -0,0 +1,89 @@
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#ifndef INPUT_SERVICE_H
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#define INPUT_SERVICE_H
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#include "Service.h"
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#include "raylib.h"
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#include <vector>
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#include <unordered_set>
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#include <unordered_map>
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/**
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* Tracks all user input, which is then retrieved by the screens
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*/
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class InputService : public Service<InputService>
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{
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public:
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/**
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* Setting up the keys to watch, so that only the keys that might get pressed are being watched
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*/
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void setKeysToWatch(std::vector<KeyboardKey> keysToWatch, std::vector<MouseButton> mouseButtonsToWatch)
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{
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this->watchedKeys.clear();
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this->keysPressed.clear();
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for (int i = 0; i < keysToWatch.size(); i++)
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{
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this->watchedKeys.insert(keysToWatch[i]);
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this->keysPressed[keysToWatch[i]] = false;
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}
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setMouseButtonsToWatch(mouseButtonsToWatch);
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}
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/**
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* Checks if a button has been pressed
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* The flow:
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* 1. Screen constructor: Announce which keys to watch
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* 2. StateService loop: Check keys, store the result
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* 3. Screen logic: If pressed, execute logic
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*/
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void checkKeys()
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{
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for (auto key : watchedKeys)
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{
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keysPressed[key] = false;
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if (IsKeyPressed(key))
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{
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keysPressed[key] = true;
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}
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}
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for (auto button : watchedMouseButtons)
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{
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mouseButtonsPressed[button] = false;
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if (IsMouseButtonPressed(button))
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{
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mouseButtonsPressed[button] = true;
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}
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}
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}
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bool isKeyPressed(KeyboardKey key)
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{
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return keysPressed[key];
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}
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bool isMouseButtonPressed(MouseButton button)
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{
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return mouseButtonsPressed[button];
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}
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private:
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std::unordered_set<KeyboardKey> watchedKeys;
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std::unordered_map<KeyboardKey, bool> keysPressed;
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std::unordered_set<MouseButton> watchedMouseButtons;
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std::unordered_map<MouseButton, bool> mouseButtonsPressed;
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void setMouseButtonsToWatch(std::vector<MouseButton> mouseButtonsToWatch)
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{
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this->watchedMouseButtons.clear();
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this->mouseButtonsPressed.clear();
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for (int i = 0; i < mouseButtonsToWatch.size(); i++)
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{
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this->watchedMouseButtons.insert(mouseButtonsToWatch[i]);
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this->mouseButtonsPressed[mouseButtonsToWatch[i]] = false;
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}
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}
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};
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#endif
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@@ -0,0 +1,25 @@
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#ifndef SERVICE_H
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#define SERVICE_H
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template <typename T>
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class Service
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{
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public:
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Service(const Service &) = delete;
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Service &operator=(const Service &) = delete;
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static T& getInstance()
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{
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static T instance;
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return instance;
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}
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protected:
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static T* instance;
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Service() {}
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private:
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};
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#endif
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@@ -0,0 +1,61 @@
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#ifndef STATE_SERVICE_H
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#define STATE_SERVICE_H
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#include <iostream>
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#include <memory>
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#include "services/Service.h"
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#include "screens/Screen.h"
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#include "enums/EScreen.h"
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#include "raylib.h"
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#if defined(PLATFORM_WEB)
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#include <emscripten/emscripten.h>
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#endif
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/**
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* Handles switching between screens
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*/
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class StateService : public Service<StateService>
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{
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public:
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Vector2 getScreenSize()
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{
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return screenSize;
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}
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void setScreenSize(Vector2 screenSize)
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{
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this->screenSize = screenSize;
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}
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void setScreen(EScreen screen);
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Screen *getScreen();
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/**
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* Start the game loop
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*/
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void startGame();
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static void staticStep()
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{
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if (IsKeyPressed(KEY_ENTER) || IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
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{
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std::cout << "Input!" << std::endl;
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}
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// Access the singleton instance and call step
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getInstance().step();
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}
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private:
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std::unique_ptr<Screen> currentScreen;
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bool gameRunning = true;
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Vector2 screenSize;
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/**
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* One step of the gameloop
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*/
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void step();
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void handleMusic();
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};
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#endif
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