/*
* The Mana Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2012 The Mana Developers
*
* This file is part of The Mana Client.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*/
#ifndef GAME_H
#define GAME_H
#include
#include "gui/windowmenu.h"
#include "utils/time.h"
class Map;
/**
* The main class responsible for running the game. The game starts after you
* have selected your character.
*/
class Game
{
public:
/**
* Constructs the game, creating all the managers, handlers, engines
* and GUI windows that make up the game.
*/
Game();
/**
* Destructor, cleans up the game.
*/
~Game();
/**
* Provides access to the game instance.
*/
static Game *instance() { return mInstance; }
/**
* This method takes the game a small step further. It is called 100
* times per second.
*/
void logic();
void handleInput();
void changeMap(const std::string &mapName);
/**
* Returns the currently active map.
*/
Map *getCurrentMap() { return mCurrentMap; }
const std::string &getCurrentMapName() { return mMapName; }
/**
* Convenience functions used to get the current tile width and height.
*/
int getCurrentTileWidth() const;
int getCurrentTileHeight() const;
/**
* Update the key shortcuts in the window menu.
*/
void updateWindowMenuCaptions()
{ mWindowMenu->updatePopUpCaptions(); }
void videoResized(int width, int height);
private:
int mLastTarget;
bool mDisconnected = false;
WindowMenu *mWindowMenu;
Map *mCurrentMap = nullptr;
std::string mMapName;
Timer mParticleEngineTimer;
static Game *mInstance;
};
#endif