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// edition:2021
// check-pass
use std::collections::HashMap;
use std::future::Future;
use std::pin::Pin;
pub struct GameMode {}
struct GameStateManager<'a> {
gamestate_stack: Vec<Box<dyn GameState<'a> + 'a>>,
}
pub trait GameState<'a> {}
async fn construct_gamestate_replay<'a>(
_gamemode: &GameMode,
_factory: &mut GameStateManager<'a>,
) -> Box<dyn GameState<'a> + 'a> {
unimplemented!()
}
type FutureGameState<'a, 'b> = Pin<Box<dyn Future<Output = Box<dyn GameState<'a> + 'a>> + 'b>>;
struct MenuOption<'a> {
command: Box<dyn for<'b> Fn(&'b mut GameStateManager<'a>) -> FutureGameState<'a, 'b> + 'a>,
}
impl<'a> MenuOption<'a> {
fn new(
_command: impl for<'b> Fn(&'b mut GameStateManager<'a>) -> FutureGameState<'a, 'b> + 'a,
) -> Self {
unimplemented!()
}
}
struct MenuState<'a> {
options: Vec<MenuOption<'a>>,
}
impl<'a> GameState<'a> for MenuState<'a> {}
pub async fn get_replay_menu<'a>(
gamemodes: &'a HashMap<&str, GameMode>,
) -> Box<dyn GameState<'a> + 'a> {
let recordings: Vec<String> = vec![];
let _ = recordings
.into_iter()
.map(|entry| {
MenuOption::new(move |f| {
Box::pin(construct_gamestate_replay(&gamemodes[entry.as_str()], f))
})
})
.collect::<Vec<_>>();
todo!()
}
fn main() {}
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