#ifndef APP_APPLICATION_H_
#define APP_APPLICATION_H_
+#include "fwd.h"
#include "Input.h"
+#include "Timer.h"
#include "../sdl/InitScreen.h"
#include <stack>
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:
- Application(sdl::InitScreen *screen, State *initialState);
+ Application(sdl::InitScreen &screen, State *initialState);
~Application();
private:
Application(const Application &);
void Quit();
Input &Buttons() { return input; }
const Input &Buttons() const { return input; }
+ Timers<Uint32> &GlobalTimers() { return globalTimers; }
private:
struct StateCommand {
private:
State *CurrentState();
+ bool StateChangePending() const { return !stateChanges.empty(); }
void UpdateState();
void RealChangeState(State *);
void RealPushState(State *);
void Render();
private:
- sdl::InitScreen *screen;
+ sdl::InitScreen &screen;
std::stack<State *> states;
std::queue<StateCommand> stateChanges;
+ Timers<Uint32> globalTimers;
Input input;
Uint32 last;
+ bool inStateChage;
};