#ifndef BLANK_APP_APPLICATION_HPP_
#define BLANK_APP_APPLICATION_HPP_
-#include "Assets.hpp"
-#include "FrameCounter.hpp"
-#include "init.hpp"
-#include "RandomWalk.hpp"
-#include "../graphics/BlendedSprite.hpp"
-#include "../graphics/BlockLighting.hpp"
-#include "../graphics/Camera.hpp"
-#include "../graphics/DirectionalLighting.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 &);
+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_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 &);
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();
- static Entity &MakeTestEntity(World &);
-
private:
- InitSDL init_sdl;
- InitIMG init_img;
- InitTTF init_ttf;
- InitGL init_gl;
- Window window;
- GLContext ctx;
- InitGLEW init_glew;
- Assets assets;
- FrameCounter counter;
-
- BlockLighting chunk_prog;
- DirectionalLighting entity_prog;
- BlendedSprite sprite_prog;
-
- Camera cam;
- World world;
- Interface interface;
-
- RandomWalk test_controller;
-
- bool running;
+ Environment &env;
};