- removed every references to the gameobserver singleton. This object can now be instantiated several times as it's needed for minmax. To be able to do that, I mostly added a reference to a gameobserver from any targetable object (cards, players, spells) and abilities.
30 lines
838 B
C++
30 lines
838 B
C++
#ifndef CARDSELECTORSINGLETON_H
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#define CARDSELECTORSINGLETON_H
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#include "CardSelector.h"
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class DuelLayers;
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namespace CardSelectorSingleton
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{
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/*
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** CardSelector is essentially a singleton in its usage
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** It's not enforced, but it needs to eventually migrate to the real thing
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** For now, this function will fake it out - it's up to the client caller to make sure
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** that this gets destroyed via a Terminate call (this is currently handled in DualLayers's destructor)
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*/
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CardSelectorBase* Instance();
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/*
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** Create the singleton pointer. Instance() isn't valid until this is called.
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*/
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CardSelectorBase* Create(GameObserver* observer, DuelLayers* inDuelLayers);
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/*
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** Teardown the singleton pointer instance.
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*/
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void Terminate();
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}
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#endif //CARDSELECTORSINGLETON_H
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