/* * 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