I have a class Game
which contains an other object GameGrid
:
Game.h
class Game
{
public:
Game(uint32_t GridSize);
private:
GameGrid _CurrentGrid;
}
Game.cpp
Game::Game(uint32_t GridSize) : _CurrentGrid(GridSize)
{
}
GameGrid.h
class GameGrid
{
public:
GameGrid(uint32_t GridSize);
void setGrid(const Grid& Grid);
const GameGrid::Grid getGrid(void) const;
private:
Grid _Grid;
}
GameGrid.cpp
GameGrid::GameGrid(uint32_t GridSize)
{
uint32_t i = 0;
uint32_t j = 0;
_Grid.assign(GridSize, std::vector<unsigned int>(GridSize));
for (i = 0; i < GridSize; i++)
{
for (j = 0; j < GridSize; j++)
{
_Grid.at(i).at(j) = 0;
}
}
}
void GameGrid::setGrid(const GameGrid::Grid& Grid)
{
_Grid = Grid;
}
const GameGrid::Grid GameGrid::getGrid(void) const
{
return _Grid;
}
Now I have my application, which uses the game class
Game* MyGame = new Game(4);
How can I create a copy function for this pointer to the Game-Object, so that I can clone the object.
I´ve tried it with the assignment operator
Game& operator=(Game const& Ref);
Game& Game::operator=(Game const& Ref)
{
if (&Ref != this)
{
this->~Game2048();
new (this) Game2048(Ref);
}
return *this;
}
But this solution doesn´t work and my original object got changed too, when I change the clone.
Does someone has a hint for me?
Thank you!