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/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2020 The ManaPlus Developers
* Copyright (C) 2020-2023 The ManaVerse 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 <http://www.gnu.org/licenses/>.
*/
#ifndef GAME_H
#define GAME_H
#include "enums/input/inputaction.h"
#include <string>
#include "localconsts.h"
PRAGMA48(GCC diagnostic push)
PRAGMA48(GCC diagnostic ignored "-Wshadow")
#include <SDL_events.h>
PRAGMA48(GCC diagnostic pop)
static const int MAX_LASTKEYS = 10;
extern volatile time_t cur_time;
class Map;
struct LastKey final
{
A_DELETE_COPY(LastKey)
LastKey() :
time(0),
key(InputAction::NO_VALUE),
cnt(0)
{ }
time_t time;
InputActionT key;
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; }
constexpr2 static void clearInstance() noexcept2
{ 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();
void changeMap(const std::string &mapName);
void updateFrameRate(int fpsLimit);
/**
* Returns the currently active map.
*/
Map *getCurrentMap() const noexcept2 A_WARN_UNUSED
{ return mCurrentMap; }
const std::string &getCurrentMapName() const noexcept2 A_WARN_UNUSED
{ return mMapName; }
void setValidSpeed();
void adjustPerfomance();
void resetAdjustLevel();
void setAdjustLevel(const int n)
{ mAdjustLevel = n; }
static void videoResized(const int width, const int height);
bool getValidSpeed() const noexcept2 A_WARN_UNUSED
{ return mValidSpeed; }
static void moveInDirection(const unsigned char direction);
static bool createScreenshot(const std::string &prefix);
static void addWatermark();
static bool saveScreenshot(SDL_Surface *const screenshot,
const std::string &prefix);
void updateHistory(const SDL_Event &event);
void checkKeys();
private:
void clearKeysArray();
Map *mCurrentMap;
std::string mMapName;
bool mValidSpeed;
LastKey mLastKeys[MAX_LASTKEYS];
time_t mNextAdjustTime;
int mAdjustLevel;
bool mAdjustPerfomance;
int mLowerCounter;
int mPing;
time_t mTime;
time_t mTime2;
static Game *mInstance;
};
extern bool mStatsReUpdated;
#endif // GAME_H
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