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engine.h 2.1KB

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  1. /* The MIT License
  2. *
  3. * Copyright (c) 2010 OTClient, https://github.com/edubart/otclient
  4. *
  5. * Permission is hereby granted, free of charge, to any person obtaining a copy
  6. * of this software and associated documentation files (the "Software"), to deal
  7. * in the Software without restriction, including without limitation the rights
  8. * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. * copies of the Software, and to permit persons to whom the Software is
  10. * furnished to do so, subject to the following conditions:
  11. *
  12. * The above copyright notice and this permission notice shall be included in
  13. * all copies or substantial portions of the Software.
  14. *
  15. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. * THE SOFTWARE.
  22. */
  23. #ifndef ENGINE_H
  24. #define ENGINE_H
  25. #include "prerequisites.h"
  26. struct InputEvent;
  27. class GameState;
  28. class Engine
  29. {
  30. public:
  31. Engine();
  32. ~Engine();
  33. void init();
  34. void terminate();
  35. /// Main loop
  36. void run();
  37. /// Stops main loop
  38. void stop();
  39. /// Change current game state
  40. void changeState(GameState *newState);
  41. bool isRunning() const { return m_running; }
  42. bool isStopping() const { return m_stopping; }
  43. /// Fired by platform on window close
  44. void onClose();
  45. /// Fired by platform on window resize
  46. void onResize(int width, int height);
  47. /// Fired by platform on mouse/keyboard input
  48. void onInputEvent(InputEvent *event);
  49. private:
  50. /// Called to render every frame
  51. void render();
  52. /// Called between renders
  53. void update(int elapsedTicks);
  54. bool m_stopping;
  55. bool m_running;
  56. GameState *m_currentState;
  57. };
  58. extern Engine g_engine;
  59. #endif // ENGINE_H