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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__