SUNENGINE 0.0.2
A simple and bright C++ game engine.
 
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AlarmRegistrationCommand.h
1#ifndef AlarmRegistrationCommand_H
2#define AlarmRegistrationCommand_H
3
4#include "../CommandBase.h"
5#include "AlarmableManager.h"
6
7class Alarmable;
8
18{
19public:
28 AlarmRegistrationCommand& operator=(const AlarmRegistrationCommand&) = delete;
29 ~AlarmRegistrationCommand() = default;
30
34 void Execute() override;
35
40 void SetTime(float t) { dur = t; }
41
46
51
55 float dur;
56};
57
58#endif
Defines the base class for all command objects.
float dur
The time duration for the alarm.
Definition AlarmRegistrationCommand.h:55
Alarmable * ptrAl
Pointer to the Alarmable object.
Definition AlarmRegistrationCommand.h:45
void Execute() override
Executes the command to register the alarm.
Definition AlarmRegistrationCommand.cpp:7
AlarmRegistrationCommand(Alarmable *al, AlarmableManager::ALARM_ID i, float t)
Constructor for the AlarmRegistrationCommand.
Definition AlarmRegistrationCommand.cpp:5
void SetTime(float t)
Sets the time duration for the alarm.
Definition AlarmRegistrationCommand.h:40
AlarmableManager::ALARM_ID id
The alarm ID to register.
Definition AlarmRegistrationCommand.h:50
Base class for objects that can have alarms triggered in the game loop.
Definition Alarmable.h:19
ALARM_ID
Enum class representing the alarm IDs.
Definition AlarmableManager.h:22
Base class for all command objects.
Definition CommandBase.h:19