/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2013 The ManaPlus Developers
*
* This file is part of The ManaPlus 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 "localconsts.h"
#include
static const int MAX_LASTKEYS = 10;
extern volatile int cur_time;
class Map;
//class WindowMenu;
struct LastKey final
{
int key;
int time;
int cnt;
};
/**
* The main class responsible for running the game. The game starts after you
* have selected your character.
*/
class Game final
{
public:
/**
* Constructs the game, creating all the managers, handlers, engines
* and GUI windows that make up the game.
*/
Game();
A_DELETE_COPY(Game)
/**
* Destructor, cleans up the game.
*/
~Game();
/**
* Provides access to the game instance.
*/
static Game *instance() A_WARN_UNUSED
{ return mInstance; }
static void clearInstance()
{ mInstance = nullptr; }
/**
* This method takes the game a small step further. It is called 100
* times per second.
*/
void logic();
void slowLogic();
void handleInput();
void handleMove();
#ifdef USE_SDL2
void handleSDL2WindowEvent(const SDL_Event &event);
#else
void handleActive(const SDL_Event &event);
#endif
void changeMap(const std::string &mapName);
void updateFrameRate(int fpsLimit);
/**
* Returns the currently active map.
*/
Map *getCurrentMap() const A_WARN_UNUSED
{ return mCurrentMap; }
const std::string &getCurrentMapName() const A_WARN_UNUSED
{ return mMapName; }
void setValidSpeed();
void adjustPerfomance();
void resetAdjustLevel();
void setAdjustLevel(const int n)
{ mAdjustLevel = n; }
static void closeDialogs();
void videoResized(const int width, const int height) const;
bool getValidSpeed() const A_WARN_UNUSED
{ return mValidSpeed; }
void moveInDirection(const unsigned char direction);
static bool createScreenshot();
static bool saveScreenshot(SDL_Surface *const screenshot);
private:
void updateHistory(const SDL_Event &event);
void checkKeys();
void clearKeysArray();
Map *mCurrentMap;
std::string mMapName;
bool mValidSpeed;
LastKey mLastKeys[MAX_LASTKEYS];
unsigned mNextAdjustTime;
int mAdjustLevel;
bool mAdjustPerfomance;
int mLowerCounter;
int mPing;
bool mLogInput;
int mTime;
static Game *mInstance;
};
#endif // GAME_H