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move client update throttling to state
[blank.git] / src / client / InteractiveState.hpp
1 #ifndef BLANK_CLIENT_INTERACTIVESTATE_HPP_
2 #define BLANK_CLIENT_INTERACTIVESTATE_HPP_
3
4 #include "../app/IntervalTimer.hpp"
5 #include "../app/State.hpp"
6 #include "../io/WorldSave.hpp"
7 #include "../model/Skeletons.hpp"
8 #include "../ui/Interface.hpp"
9 #include "../world/BlockTypeRegistry.hpp"
10 #include "../world/ChunkRenderer.hpp"
11 #include "../world/World.hpp"
12
13
14 namespace blank {
15
16 class Environment;
17
18 namespace client {
19
20 class MasterState;
21
22 class InteractiveState
23 : public State {
24
25 public:
26         explicit InteractiveState(MasterState &, std::uint32_t player_id);
27
28         World &GetWorld() noexcept { return world; }
29         Interface &GetInterface() noexcept { return interface; }
30         Skeletons &GetSkeletons() noexcept { return skeletons; }
31
32         void OnEnter() override;
33
34         void Handle(const SDL_Event &) override;
35         void Update(int dt) override;
36         void Render(Viewport &) override;
37
38 private:
39         MasterState &master;
40         BlockTypeRegistry block_types;
41         WorldSave save;
42         World world;
43         Interface interface;
44         ChunkRenderer chunk_renderer;
45         Skeletons skeletons;
46         IntervalTimer update_timer;
47
48 };
49
50 }
51 }
52
53 #endif