/******************************************************************************* Copyright (c) 2009, Charles McGarvey All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *******************************************************************************/ #ifndef _MOOF_ENGINE_HH_ #define _MOOF_ENGINE_HH_ #include #include #include #include namespace Mf { /** * The engine is essentially a stack of layers. While running, it updates each * layer from the bottom up every timestep. It also draws each layer from the * bottom up, adhering to the maximum frame-rate. Events are send to each layer * from the top down until a layer signals the event was handled. The engine is * also responsible for firing timers on time. The engine will continue running * as long as there are layers on the stack. */ class Engine { public: ~Engine() {} // get global instance static Engine& getInstance(); // setting the video is required before you can run the engine and should // probably be done before adding any layers void setVideo(VideoP video); VideoP getVideo() const; void setTimestep(int ts); int getTimestep() const; void setMaxFps(int maxFps); // draw rate is always capped at the timestep int getMaxFps() const; int getFps() const; void push(LayerP layer); // push a layer onto the top LayerP pop(); // pop the top layer LayerP pop(Layer* layer); // pops a specific layer and all layers above it void clear(); // remove all layers (the engine will stop) int getSize() const; // get the size of the stack // set this machine in motion void run(); Dispatch::Handler addHandler(const std::string& event, const Dispatch::Function& callback); Dispatch::Handler addHandler(const std::string& event, const Dispatch::Function& callback, Dispatch::Handler handler); void dispatch(const std::string& event, const Dispatch::Message* message = 0); private: Engine(); // use getInstance() to access the engine class Impl; boost::shared_ptr mImpl; }; } // namespace Mf #endif // _MOOF_ENGINE_HH_ /** vim: set ts=4 sw=4 tw=80: *************************************************/