#include <string>
#include <SDL.h>
+#include "screen.hpp"
#include "timer.hpp"
#include "statistics.hpp"
#include "math/vector.hpp"
#include "console.hpp"
+#include "video/surface.hpp"
/* GameLoop modes */
enum GameSessionMode {
class DrawingContext;
class CodeController;
-/** The GameSession class controlls the controll flow of a World, ie.
- present the menu on specifc keypresses, render and update it while
- keeping the speed and framerate sane, etc. */
-class GameSession : public ConsoleCommandReceiver
+/**
+ * The GameSession class controlls the controll flow of the Game (the part
+ * where you actually play a level)
+ */
+class GameSession : public Screen, public ConsoleCommandReceiver
{
public:
- enum ExitStatus { ES_NONE, ES_LEVEL_FINISHED, ES_GAME_OVER, ES_LEVEL_ABORT };
-
-public:
- DrawingContext* context;
-
GameSession(const std::string& levelfile, GameSessionMode mode,
- Statistics* statistics=0);
+ Statistics* statistics = NULL);
~GameSession();
- /** Enter the busy loop */
- ExitStatus run();
-
void record_demo(const std::string& filename);
void play_demo(const std::string& filename);
- void draw();
+
+ void draw(DrawingContext& context);
void update(float frame_ratio);
+ void setup();
void set_current()
{ current_ = this; }
- static GameSession* current() { return current_; }
+ static GameSession* current()
+ { return current_; }
/// ends the current level
void finish(bool win = true);
void set_reset_point(const std::string& sectorname,
const Vector& pos);
void display_info_box(const std::string& text);
+
Sector* get_current_sector()
{ return currentsector; }
* resources for the current level/world
*/
std::string get_working_directory();
- bool consoleCommand(std::string command); /**< callback from Console; return false if command was unknown, true otherwise */
+ bool consoleCommand(std::string command, std::vector<std::string> arguments); /**< callback from Console; return false if command was unknown, true otherwise */
private:
- void restart_level();
+ void restart_level(bool fromBeginning = true);
void check_end_conditions();
void process_events();
void levelintro();
void drawstatus(DrawingContext& context);
- void drawendscreen();
- void drawresultscreen();
- void draw_pause();
+ void draw_pause(DrawingContext& context);
void on_escape_press();
void process_menu();
Timer endsequence_timer;
Level* level;
+ Surface* statistics_backdrop; // FIXME: where to put this?
+
Sector* currentsector;
GameSessionMode mode;
static GameSession* current_;
Statistics* best_level_statistics;
- ExitStatus exit_status;
std::ostream* capture_demo_stream;
std::string capture_file;
Console* console;
};
-std::string slotinfo(int slot);
-
-/** Return true if the gameloop() was entered, false otherwise */
-bool process_load_game_menu();
-
#endif /*SUPERTUX_GAMELOOP_H*/