#ifndef GAME_HEADER
#define GAME_HEADER
-#include "irrlichttypes_extrabloated.h"
+#include "irrlichttypes.h"
#include <string>
-#include "keycode.h"
-#include <list>
-class KeyList : protected std::list<KeyPress>
-{
- typedef std::list<KeyPress> super;
- typedef super::iterator iterator;
- typedef super::const_iterator const_iterator;
-
- virtual const_iterator find(const KeyPress &key) const
- {
- const_iterator f(begin());
- const_iterator e(end());
- while (f!=e) {
- if (*f == key)
- return f;
- ++f;
- }
- return e;
- }
-
- virtual iterator find(const KeyPress &key)
- {
- iterator f(begin());
- iterator e(end());
- while (f!=e) {
- if (*f == key)
- return f;
- ++f;
- }
- return e;
- }
-
-public:
- void clear() { super::clear(); }
-
- void set(const KeyPress &key)
- {
- if (find(key) == end())
- push_back(key);
- }
-
- void unset(const KeyPress &key)
- {
- iterator p(find(key));
- if (p != end())
- erase(p);
- }
-
- void toggle(const KeyPress &key)
- {
- iterator p(this->find(key));
- if (p != end())
- erase(p);
- else
- push_back(key);
- }
-
- bool operator[](const KeyPress &key) const
- {
- return find(key) != end();
- }
-};
+class InputHandler;
+class ChatBackend; /* to avoid having to include chat.h */
+struct SubgameSpec;
-class InputHandler
+// Flags that can, or may, change during main game loop
+struct GameUIFlags
{
-public:
- InputHandler()
- {
- }
- virtual ~InputHandler()
- {
- }
-
- virtual bool isKeyDown(const KeyPress &keyCode) = 0;
- virtual bool wasKeyDown(const KeyPress &keyCode) = 0;
-
- virtual v2s32 getMousePos() = 0;
- virtual void setMousePos(s32 x, s32 y) = 0;
-
- virtual bool getLeftState() = 0;
- virtual bool getRightState() = 0;
-
- virtual bool getLeftClicked() = 0;
- virtual bool getRightClicked() = 0;
- virtual void resetLeftClicked() = 0;
- virtual void resetRightClicked() = 0;
-
- virtual bool getLeftReleased() = 0;
- virtual bool getRightReleased() = 0;
- virtual void resetLeftReleased() = 0;
- virtual void resetRightReleased() = 0;
-
- virtual s32 getMouseWheel() = 0;
-
- virtual void step(float dtime) {};
-
- virtual void clear() {};
+ bool show_chat;
+ bool show_hud;
+ bool show_minimap;
+ bool force_fog_off;
+ bool show_debug;
+ bool show_profiler_graph;
+ bool disable_camera_update;
};
-class ChatBackend; /* to avoid having to include chat.h */
-struct SubgameSpec;
-
-void the_game(
- bool &kill,
- bool random_input,
- InputHandler *input,
- IrrlichtDevice *device,
- gui::IGUIFont* font,
- std::string map_dir,
- std::string playername,
- std::string password,
- std::string address, // If "", local server is used
- u16 port,
- std::wstring &error_message,
- std::string configpath,
- ChatBackend &chat_backend,
- const SubgameSpec &gamespec, // Used for local game
- bool simple_singleplayer_mode
-);
+void the_game(bool *kill,
+ bool random_input,
+ InputHandler *input,
+ const std::string &map_dir,
+ const std::string &playername,
+ const std::string &password,
+ const std::string &address, // If "", local server is used
+ u16 port,
+ std::string &error_message,
+ ChatBackend &chat_backend,
+ bool *reconnect_requested,
+ const SubgameSpec &gamespec, // Used for local game
+ bool simple_singleplayer_mode);
#endif
-