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
23 #include "scripting/thread_queue.hpp"
31 * Manages, updates and draws all Screens, Controllers, Menus and the Console.
39 void run(DrawingContext &context);
40 void exit_screen(ScreenFade* fade = NULL);
41 void quit(ScreenFade* fade = NULL);
42 void set_speed(float speed);
43 float get_speed() const;
44 bool has_no_pending_fadeout() const;
47 * requests that a screenshot be taken after the next frame has been rendered
49 void take_screenshot();
51 // push new screen on screen_stack
52 void push_screen(Screen* screen, ScreenFade* fade = NULL);
53 void set_screen_fade(ScreenFade* fade);
55 /// threads that wait for a screenswitch
56 scripting::ThreadQueue waiting_threads;
59 void draw_fps(DrawingContext& context, float fps);
60 void draw(DrawingContext& context);
61 void update_gamelogic(float elapsed_time);
62 void process_events();
63 void handle_screen_switch();
72 std::auto_ptr<Screen> next_screen;
73 std::auto_ptr<Screen> current_screen;
74 std::auto_ptr<Console> console;
75 std::auto_ptr<ScreenFade> screen_fade;
76 std::vector<Screen*> screen_stack;
77 bool screenshot_requested; /**< true if a screenshot should be taken after the next frame has been rendered */