2 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU General Public License as published by
6 // the Free Software Foundation, either version 3 of the License, or
7 // (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
14 // You should have received a copy of the GNU General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
17 #ifndef HEADER_SUPERTUX_SUPERTUX_MAINLOOP_HPP
18 #define HEADER_SUPERTUX_SUPERTUX_MAINLOOP_HPP
22 #include "scripting/thread_queue.hpp"
30 * Manages, updates and draws all Screens, Controllers, Menus and the Console.
38 void run(DrawingContext &context);
39 void exit_screen(ScreenFade* fade = NULL);
40 void quit(ScreenFade* fade = NULL);
41 void set_speed(float speed);
42 float get_speed() const;
43 bool has_no_pending_fadeout() const;
46 * requests that a screenshot be taken after the next frame has been rendered
48 void take_screenshot();
50 // push new screen on screen_stack
51 void push_screen(Screen* screen, ScreenFade* fade = NULL);
52 void set_screen_fade(ScreenFade* fade);
54 /// threads that wait for a screenswitch
55 Scripting::ThreadQueue waiting_threads;
58 void draw_fps(DrawingContext& context, float fps);
59 void draw(DrawingContext& context);
60 void update_gamelogic(float elapsed_time);
61 void process_events();
62 void handle_screen_switch();
70 std::auto_ptr<Screen> next_screen;
71 std::auto_ptr<Screen> current_screen;
72 std::auto_ptr<Console> console;
73 std::auto_ptr<ScreenFade> screen_fade;
74 std::vector<Screen*> screen_stack;
75 bool screenshot_requested; /**< true if a screenshot should be taken after the next frame has been rendered */
78 extern MainLoop* g_main_loop;