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refactoring paths and includes
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78
src/framework/core/engine.h
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78
src/framework/core/engine.h
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/* The MIT License
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*
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* Copyright (c) 2010 OTClient, https://github.com/edubart/otclient
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#ifndef ENGINE_H
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#define ENGINE_H
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#include "prerequisites.h"
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#include "gamestate.h"
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class Engine
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{
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public:
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Engine() : m_stopping(false),
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m_running(false),
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m_calculateFps(false),
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m_currentState(NULL) { }
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void init();
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void terminate();
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/// Main loop
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void run();
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/// Stops main loop
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void stop();
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/// Change current game state
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void changeState(GameState *newState);
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bool isRunning() const { return m_running; }
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bool isStopping() const { return m_stopping; }
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/// Fired by platform on window close
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void onClose();
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/// Fired by platform on window resize
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void onResize(const Size& size);
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/// Fired by platform on mouse/keyboard input
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void onInputEvent(const InputEvent& event);
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/// Enable FPS counter on screen
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void enableFpsCounter(bool enable = true) { m_calculateFps = enable; };
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private:
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/// Called to render every frame
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void render();
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bool m_stopping;
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bool m_running;
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bool m_calculateFps;
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GameState *m_currentState;
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};
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extern Engine g_engine;
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#endif // ENGINE_H
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