Mercurial > fife-parpg
view engine/core/controller/engine.h @ 487:7f1c42b66aa4
Moved the shooter demo Timer() class to helpers.py.
Changed the formula that calculates the length of the audio clip to be correct.
The shooter demo now demonstrates the use of the audio clip callbacks correctly.
Fixed the fife_timer extension to actually work.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Mon, 03 May 2010 19:58:16 +0000 |
parents | 9d94f4676d17 |
children | 3094988564d5 |
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/*************************************************************************** * Copyright (C) 2005-2008 by the FIFE team * * http://www.fifengine.de * * This file is part of FIFE. * * * * FIFE is free software; you can redistribute it and/or * * modify it under the terms of the GNU Lesser General Public * * License as published by the Free Software Foundation; either * * version 2.1 of the License, or (at your option) any later version. * * * * This library is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * * Lesser General Public License for more details. * * * * You should have received a copy of the GNU Lesser General Public * * License along with this library; if not, write to the * * Free Software Foundation, Inc., * * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * ***************************************************************************/ #ifndef FIFE_ENGINE_H #define FIFE_ENGINE_H // Standard C++ library includes #include <map> #include <string> #include <vector> // Platform specific includes #ifdef USE_COCOA #include <objc/runtime.h> #endif // 3rd party library includes #include <SDL.h> // FIFE includes // These includes are split up in two parts, separated by one empty line // First block: files included from the FIFE root src directory // Second block: files included from the same folder #include "enginesettings.h" namespace gcn { class Graphics; } namespace FIFE { class SoundManager; class RenderBackend; class GUIManager; class VFS; class VFSSourceFactory; class EventManager; class TimeManager; class ImagePool; class AnimationPool; class Model; class LogManager; class GuiFont; class Cursor; class SoundClipPool; class RendererBase; /** Engine acts as a controller to the whole system * Responsibilities of the engine are: * - Construct and initialize engine internals * - Clean-up when the program ends * - Act as an entry point to the engine subsystems */ class Engine { public: /** Constructor */ Engine(); /** Destructor */ virtual ~Engine(); /** Gets settings class for engine */ EngineSettings& getSettings(); /** Initializes the engine */ void init(); /** Explicit destruction of engine */ void destroy(); /** Initializes the continuous processing of the engine * Call this only once in your program */ void initializePumping(); /** Finalizes the continuous processing of the engine * Call this only once in your program, after you have called * initializePumping + (pump() * N times) */ void finalizePumping(); /** Runs one cycle for the engine */ void pump(); /** Provides access point to the SoundManager */ SoundManager* getSoundManager() const { return m_soundmanager; } /** Provides access point to the EventManager */ EventManager* getEventManager() const { return m_eventmanager; } /** Provides access point to the TimeManager */ TimeManager* getTimeManager() const { return m_timemanager; } /** Provides access point to the GuiManager */ GUIManager* getGuiManager() const { return m_guimanager; } /** Provides access point to the ImagePool */ ImagePool* getImagePool() const { return m_imagepool; } /** Provides access point to the AnimationPool */ AnimationPool* getAnimationPool() const { return m_animpool; } /** Provides access point to the SoundClipPool */ SoundClipPool* getSoundClipPool() const { return m_soundclippool; } /** Provides access point to the RenderBackend */ RenderBackend* getRenderBackend() const { return m_renderbackend; } /** Provides access point to the Model */ Model* getModel() const { return m_model; } /** Provides access point to the LogManager */ LogManager* getLogManager() const { return m_logmanager; } /** Returns default font used in the engine */ GuiFont* getDefaultFont() const { return m_defaultfont; } /** Provides access point to the VFS */ VFS* getVFS() const { return m_vfs; } /** Returns cursor used in the engine */ Cursor* getCursor() const { return m_cursor; } private: void preInit(); RenderBackend* m_renderbackend; GUIManager* m_guimanager; EventManager* m_eventmanager; SoundManager* m_soundmanager; TimeManager* m_timemanager; ImagePool* m_imagepool; AnimationPool* m_animpool; SoundClipPool* m_soundclippool; VFS* m_vfs; Model* m_model; gcn::Graphics* m_gui_graphics; LogManager* m_logmanager; GuiFont* m_defaultfont; Cursor* m_cursor; bool m_destroyed; EngineSettings m_settings; std::vector<RendererBase*> m_renderers; #ifdef USE_COCOA objc_object *m_autoreleasePool; #endif }; }//FIFE #endif