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 * Zaz
 * Copyright (C) Remigiusz Dybka 2009 <remigiusz.dybka@gmail.com>
 Zaz is free software: you can redistribute it and/or modify it
 under the terms of the GNU General Public License as published by the
 Free Software Foundation, either version 3 of the License, or
 (at your option) any later version.

 Zaz is distributed in the hope that it will be useful, but
 WITHOUT ANY WARRANTY; without even the implied warranty of
 See the GNU General Public License for more details.

 You should have received a copy of the GNU General Public License along
 with this program.  If not, see <http://www.gnu.org/licenses/>.

#ifndef __SCENE_H__
#define __SCENE_H__

#include "common.h"
#include "frame_events.h"
#include "mixer.h"
#include "ogvexport.h"
//#include "gameloop.h"

#include <fstream>

namespace Scenes
    const int DEFAULT_FPS = 100;
    const int MOUSE_RESOLUTION = 10000;

    enum SceneMode {RUN, PLAY, RECORD, RENDER};

    class Scene
            void RestartTimers();
            void SaveScreenshot(string philename);

            uint renderFPS;
            uint logicFPS;
            uint logicFrame;
            uint logicInputFrame;
            uint tickStart;
            uint restartFromFrame;
            uint renderframedecimator; // render every n'th frame when exporting

            double logicInterval;
            bool resync;
            bool screenshotRequested;
            string screenshotFilename;

            FrameEvents CreateFrameEvents();
            FrameEvents LoadFrameEvents();
            void SaveFrameEvents();

            string nextEventLine;

            void Go();
            ostream *out_stream;
            istream *in_stream;
            MixerMode mixerMode;
            OgvExport *ogvexp;
            SceneMode mode;
            SDL_Surface *surface;
            bool quit;
            Settings *settings;
            FrameEvents events;
            static Mixer *mixer;
            bool owns_mixer;
            bool show_fps;
            uint desiredFPS;

            Scene(Settings *settings, SDL_Surface *surf, uint fps = DEFAULT_FPS);
            void Run();
            void Record(ostream &outstr, uint fromFrame);
            void Play(istream &instr);
            void Export(string philename, istream &instr, uint skipframes);
            void Screenshot(string philename);
            void Branch(Scene *scn);
            uint getLastLogicFrame()
                return logicFrame;

            virtual void GLSetup() = 0;
            virtual void Render(ulong frame) = 0;
            virtual void Logic(ulong frame) = 0;
            virtual ~Scene() {};


#endif // __SCENE_H__

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