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#ifndef __JE_CORE_GAME_H__
#define __JE_CORE_GAME_H__

#include "../core/configuration.h"
#if defined(jin_game)

#include "../common/subsystem.hpp"
#include "../utils/macros.h"
#include "../input/Event.h"

#include "SDL2/SDL.h"

namespace JinEngine
{
	namespace Game
	{

		///
		/// Game class.
		///
		class Application : public Subsystem<Application>
		{
		public:
			typedef void(*onLoad)();
			typedef void(*onEvent)(JinEngine::Input::Event* e);
			typedef void(*onUpdate)(int dt);
			typedef void(*onDraw)();

			Application();
			~Application() {};

			///
			/// Game setting.
			///
			struct Setting : SettingBase
			{
				onEvent eventHandler;
				onUpdate updater;
				onDraw drawer;
				onLoad loader;
			};

			///
			/// Main game loop.
			///
			void run();

			///
			/// Stop game. 
			///
			inline void stop() 
			{ 
				_running = false; 
			};

			///
			/// Return if game is running.
			/// 
			/// @return True if game is running, otherwise return false.
			///
			inline bool running() 
			{ 
				return _running; 
			};

		private:
			onEvent  _onEvent; 
			onUpdate _onUpdate;
			onDraw   _onDraw;
			onLoad   _onLoad;

			bool _running;

			bool startSystem(const SettingBase* setting);
			void quitSystem();

		};

	} // namespace Core
} // namespace JinEngine

#endif // jin_game

#endif // __JE_CORE_GAME_H__