author | Tero Marttila <terom@fixme.fi> |
Sun, 02 Jun 2013 16:15:23 +0300 | |
changeset 448 | 34bdf0783874 |
parent 419 | 9cd4e54693b6 |
child 447 | fc9e4305fddf |
permissions | -rw-r--r-- |
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#ifndef ENGINE_HH |
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#define ENGINE_HH |
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// forward-declare |
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class Engine; |
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#include "GameState.hh" |
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#include "Configuration.hh" |
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#include "Logger.hh" |
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// forward-declare component pointer types |
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// XXX: move to some kind of Components.hh file? |
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namespace graphics { class Graphics; class GameView; } |
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class NetworkServer; |
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class NetworkClientConnect; |
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class NetworkClient; |
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class NetworkClientController; |
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/** |
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* This is the core class that glues all the other components together and runs the main loop |
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*/ |
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class Engine { |
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private: |
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/** The game's terrain */ |
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Terrain *terrain; |
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/** The game's state */ |
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GameState *game_state; |
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/** The graphics+input component */ |
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graphics::Graphics *graphics; |
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/** Network server */ |
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NetworkServer *net_server; |
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/** Network client connector */ |
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NetworkClientConnect *net_client_connect; |
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/** Network client, currently unused */ |
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NetworkClient *net_client; |
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/** The GameView, if open */ |
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graphics::GameView *game_view; |
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/** Is the mainloop still running? */ |
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bool is_running; |
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/** Used to load ClanLib resources */ |
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CL_ResourceManager resources; |
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/** *Global* log level */ |
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static LogLevel log_level; |
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public: |
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// default constructor |
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Engine (const EngineConfig &config); |
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/** |
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* Setup game world using the given terrain, returning the new GameState |
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*/ |
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void setupGame (Terrain *terrain); |
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/** |
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* Setup game world using given terrain configuration |
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*/ |
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void setupGame (const TerrainConfig &config); |
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/** |
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* Enable graphics. |
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* |
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* Requires: GRAPHICS_ENABLED |
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*/ |
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void setupGraphics (const DisplayConfig &config); |
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/** |
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* Setup server, must call setupGame first |
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* |
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* Requires: NETWORK_ENABLED |
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*/ |
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void setupNetworkServer (const std::string &listen_port); |
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/** |
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* Setup client, do *not* call setupGame, configuration comes from the server |
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* |
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* Requires: NETWORK_ENABLED |
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*/ |
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void setupNetworkClient (const std::string &connect_host, const std::string &connect_port); |
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/** |
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* Setup singleplayer, must call setupGame first |
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*/ |
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void setupSinglePlayer (void); |
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/** |
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* Run the game main loop. This will not return until the game aborts due to an error, or someone calls stop(). |
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*/ |
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void run (void); |
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/** |
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* Terminate the main loop, causing run() to return once this loop iteration is finished |
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*/ |
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void stop (void); |
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private: |
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/** |
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* Puts graphics into GameView mode, using our GameState and the given player |
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*/ |
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void startGameView (LocalPlayer *player); |
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protected: |
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friend class NetworkClientConnect; |
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friend class NetworkClientController; |
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/** |
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* Interface for NetworkClient to use once it has connected |
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*/ |
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GameState& onNetworkClientConnected (Terrain *terrain); |
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/** |
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* Interface for NetworkClient to use once it has set up the player |
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*/ |
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void onNetworkClientPlayer (LocalPlayer *player); |
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public: |
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/** |
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* Get a pointer to our resource manager, please don't break it. |
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* |
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* Guaranteed to never be NULL |
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*/ |
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CL_ResourceManager* getResourceManager (void) { return &resources; } |
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/** |
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* Log output, see Logger for more info |
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* |
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* @see Logger |
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*/ |
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static inline Logger log (LogLevel level, const char *type) { |
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return Logger(level <= WARN ? std::cerr : std::cout, level, type, log_level); |
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} |
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}; |
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#endif /* ENGINE_HH */ |