#ifndef BLANK_APP_APPLICATION_HPP_
#define BLANK_APP_APPLICATION_HPP_
-#include "Assets.hpp"
-#include "FrameCounter.hpp"
-#include "init.hpp"
-#include "RandomWalk.hpp"
-#include "../audio/Audio.hpp"
-#include "../graphics/Viewport.hpp"
-#include "../ui/Interface.hpp"
-#include "../world/World.hpp"
-
#include <SDL.h>
+#include <stack>
namespace blank {
-class Application {
-
-public:
- struct Config {
- bool vsync = true;
- bool doublebuf = true;
- int multisampling = 1;
+class Environment;
+class HeadlessEnvironment;
+class State;
+class Window;
- Interface::Config interface = Interface::Config();
- World::Config world = World::Config();
- };
+class HeadlessApplication {
- explicit Application(const Config &);
- ~Application();
+public:
+ explicit HeadlessApplication(HeadlessEnvironment &);
+ ~HeadlessApplication();
- Application(const Application &) = delete;
- Application &operator =(const Application &) = delete;
+ void PushState(State *);
+ State *PopState();
+ State *SwitchState(State *);
+ State &GetState();
+ void CommitStates();
+ bool HasState() const noexcept;
- /// run until user quits
+ /// run until out of states
void Run();
/// evaluate a single frame of dt milliseconds
- void Loop(int dt);
+ virtual void Loop(int dt);
/// run for n frames
void RunN(size_t n);
/// process all events in SDL's queue
void HandleEvents();
- void Handle(const SDL_WindowEvent &);
+ void Handle(const SDL_Event &);
/// integrate to the next step with dt milliseconds passed
void Update(int dt);
- /// push the current state to display
- void Render();
-
- static Entity &MakeTestEntity(World &);
private:
- Init init;
- Viewport viewport;
- Assets assets;
- Audio audio;
- FrameCounter counter;
+ HeadlessEnvironment &env;
+ std::stack<State *> states;
- World world;
- Interface interface;
+};
- RandomWalk test_controller;
- bool running;
+class Application
+: public HeadlessApplication {
+
+public:
+ explicit Application(Environment &);
+ ~Application();
+
+ Application(const Application &) = delete;
+ Application &operator =(const Application &) = delete;
+
+ void Loop(int dt) override;
+
+ /// process all events in SDL's queue
+ void HandleEvents();
+ void Handle(const SDL_Event &);
+ void Handle(const SDL_WindowEvent &);
+ /// integrate to the next step with dt milliseconds passed
+ void Update(int dt);
+ /// push the current state to display
+ void Render();
+
+private:
+ Environment &env;
};