X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fapp%2FApplication.h;h=df5de259857c8c4d8c7e231ff799c1a165b2b2b7;hb=ede708d4e15a34a4443727fc64fd28946fcbeb41;hp=159f627c0a87f1c4ab62e63eaf67594d4d30de9d;hpb=ef384cccd0e23a5de0a82f35ef3367754a8c3719;p=l2e.git diff --git a/src/app/Application.h b/src/app/Application.h index 159f627..df5de25 100644 --- a/src/app/Application.h +++ b/src/app/Application.h @@ -8,50 +8,83 @@ #ifndef APP_APPLICATION_H_ #define APP_APPLICATION_H_ +#include "fwd.h" +#include "Input.h" +#include "Timer.h" #include "../sdl/InitScreen.h" #include +#include #include namespace app { -class State; - +/// Application controller class. +/// Operates on a state stack that can be modified via ChangeState, PushState, +/// and PopState. +/// All state changes are delayed until the looping mechanism gets control again +/// (i.e. after a top level state function returns, not during). +/// SDL key events are preprocessed, see app::Input. +/// The quit event (typically window closed or signal received) is caught and +/// results in immediate (that is, after the next input loop) termination. +/// Popped states will be deleted via the plain delete operator on an app::State +/// pointer. +/// Timers created by GlobalTimers() operate on actual application time and are +/// not paused when the current state is paused (as are the timers started by +/// the app::State members). class Application { public: - explicit Application(SDL_Surface *screen, State *initialState); - ~Application(void); + Application(sdl::InitScreen &screen, State *initialState); + ~Application(); private: Application(const Application &); Application &operator =(const Application &); public: - void Run(void); - void Loop(void); + void Run(); + void Loop(); public: void ChangeState(State *); void PushState(State *); - void PopState(void); - void Quit(void); + void PopState(); + void Quit(); + Input &Buttons() { return input; } + const Input &Buttons() const { return input; } + Timers &GlobalTimers() { return globalTimers; } + +private: + struct StateCommand { + enum Type { + PUSH, POP, CHANGE + } type; + State *state; + }; private: - State *CurrentState(void); + State *CurrentState(); + bool StateChangePending() const { return !stateChanges.empty(); } + void UpdateState(); + void RealChangeState(State *); void RealPushState(State *); - void RealPopState(void); - void PopAllStates(void); + void RealPopState(); + void PopAllStates(); private: - void HandleEvents(void); + void HandleEvents(); void UpdateWorld(Uint32 deltaT); - void Render(void); + void Render(); private: - SDL_Surface *screen; + sdl::InitScreen &screen; std::stack states; + std::queue stateChanges; + Timers globalTimers; + Input input; Uint32 last; + bool inStateChage; };