src/proto2/Engine.cc
author terom
Tue, 18 Nov 2008 22:58:50 +0000
branchno-netsession
changeset 35 e21cfda0edde
parent 28 3da59a3bc92e
permissions -rw-r--r--
Merge from at r31:36

#include "Engine.hh"
#include "NetworkServer.hh"
#include "NetworkClient.hh"
#include "SinglePlayer.hh"

#include <iostream>

Engine::Engine (void) : is_running(true) {

}

void Engine::setupGraphics (void) {
    // create the graphics
    graphics = new Graphics(*this, game_state);
}

void Engine::setupNetworkServer (const std::string &listen_port) {
    // create the server
    net_server = new NetworkServer(game_state, listen_port);
}

void Engine::setupNetworkClient (const std::string &connect_host, const std::string &connect_port) {
    // connect_to
    CL_IPAddress connect_addr(connect_host, connect_port);

    // create the client
    net_client = new NetworkClient(game_state, connect_addr);
}

void Engine::setupSinglePlayer (void) {
    // create player directly
 	LocalPlayer* lp = new SinglePlayer(game_state);

    // add to gamestate
	game_state.newLocalPlayer(lp);
}

void Engine::stop (void) {
    is_running = false;
}

void Engine::run (void) {
    while (is_running) {
        // this does.... magical things
        CL_System::keep_alive();

        // if I can't find some better way to do this in ClanLib by next thursday, then it f*%!ing sucks
        // ideally, we should be able to have a main loop that does timed waits on I/O, fufilling some set of timers
        // but as far as I can tell, ClanLib doesn't have anything like that
        CL_System::sleep(10);
    }
}

Logger Engine::log (enum LogLevel level, const char *type) {
    return Logger(level <= WARN ? std::cerr : std::cout, level, type);
}