#include <memory>
#include <vector>
+#include "scripting/thread_queue.hpp"
class Screen;
class Console;
class ScreenFade;
class DrawingContext;
+/**
+ * Manages, updates and draws all Screens, Controllers, Menus and the Console.
+ */
class MainLoop
{
public:
MainLoop();
~MainLoop();
-
- void run();
+
+ void run(DrawingContext &context);
void exit_screen(ScreenFade* fade = NULL);
void quit(ScreenFade* fade = NULL);
void set_speed(float speed);
+ float get_speed() const;
+
+ /**
+ * requests that a screenshot be taken after the next frame has been rendered
+ */
+ void take_screenshot();
// push new screen on screen_stack
void push_screen(Screen* screen, ScreenFade* fade = NULL);
void set_screen_fade(ScreenFade* fade);
+ /// threads that wait for a screenswitch
+ Scripting::ThreadQueue waiting_threads;
+
private:
void draw_fps(DrawingContext& context, float fps);
-
+ void draw(DrawingContext& context);
+ void update_gamelogic(float elapsed_time);
+ void process_events();
+ void handle_screen_switch();
+
bool running;
float speed;
bool nextpop;
bool nextpush;
+ /// measured fps
+ float fps;
std::auto_ptr<Screen> next_screen;
std::auto_ptr<Screen> current_screen;
std::auto_ptr<Console> console;
std::auto_ptr<ScreenFade> screen_fade;
std::vector<Screen*> screen_stack;
+ bool screenshot_requested; /**< true if a screenshot should be taken after the next frame has been rendered */
};
extern MainLoop* main_loop;
#endif
-