src/Engine.hh
author Tero Marttila <terom@fixme.fi>
Tue, 20 Jan 2009 23:30:18 +0200
changeset 408 e6cfc44266af
parent 389 e74c1820fbd2
child 409 1a03ff151abc
permissions -rw-r--r--
reorganize Terrain/PhysicsWorld/GameState/Engine to use NetworkClientConnect, and hence handle the connection process asynchronously, and finally properly implement receiving the terrain data from the server
#ifndef ENGINE_HH
#define ENGINE_HH

// forward-declare
class Engine;

#include "GameState.hh"
#include "Graphics.hh"
#include "Network/Server.hh"
#include "Network/Client.hh"

#include "Logger.hh"

/**
 * This is the core class that glues all the other components together and runs the main loop
 */
class Engine {
    private:
        // game state
        Terrain *terrain;
        GameState *game_state;

        /** Set if setupGraphics has been called */
        const GraphicsConfiguration *graphics_config;
        
        // Graphics/Input
        Graphics *graphics;

        // network server/client
        NetworkServer *net_server;
        NetworkClientConnect *net_client_connect;
        // XXX: currently unused: NetworkClient *net_client;

        // to exit the mainloop
        bool is_running;

        // ClanLib resources
        CL_ResourceManager resources;
    
    public:    
        // default constructor
        Engine (const std::string resource_xml_path = RESOURCE_XML_PATH);

        /**
         * Setup game world using the given terrain, returning the new GameState
         */
        GameState& setupGame (Terrain *terrain);

        /**
         * Setup default game world using constants from Config.hh
         */
        GameState& setupGame (void);

        // setup graphics
        void setupGraphics (const GraphicsConfiguration &config);
        
        // set up network server/client
        // setting up both of these will lead to odd behaviour :)
        void setupNetworkServer (const std::string &listen_port);
        void setupNetworkClient (const std::string &connect_host, const std::string &connect_port);
		void setupSinglePlayer (void);
        
        /**
         * Run the game main loop. This will not return until the game aborts due to an error, or someone calls stop().
         */
        void run (void);
        
        /**
         * Terminate the main loop, causing run() to return once this loop iteration is finished
         */
        void stop (void);

    private:
        /**
         * Actually start graphics, requires that game_state is now set
         */
        void startGraphics (void);

    public:
        // get a pointer to our resource manager
        CL_ResourceManager* getResourceManager (void);

        // logging utility
        static Logger log (enum LogLevel level, const char *type);

};

#endif /* ENGINE_HH */