namespace blank {
class Environment;
+class HeadlessEnvironment;
class State;
class Window;
-class Application {
+class HeadlessApplication {
public:
- explicit Application(Environment &);
- ~Application();
+ 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);
/// run for n frames, assuming t milliseconds for each
void RunS(size_t n, size_t t);
+ /// process all events in SDL's queue
+ void HandleEvents();
+ void Handle(const SDL_Event &);
+ /// integrate to the next step with dt milliseconds passed
+ void Update(int dt);
+
+private:
+ HeadlessEnvironment &env;
+ std::stack<State *> states;
+
+};
+
+
+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 &);
/// push the current state to display
void Render();
- void PushState(State *);
- State *PopState();
- State *SwitchState(State *);
- State &GetState();
- bool HasState() const noexcept;
-
private:
Environment &env;
- std::stack<State *> states;
};