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/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_GAMELOOP
#define INCLUDED_GAMELOOP
#include "ps/GameSetup/CmdLineArgs.h"
extern void (*Atlas_GLSetCurrent)(void* context);
class AtlasView;
struct GameLoopState
{
GameLoopState() : running(false) {};
CmdLineArgs args;
bool running; // whether the Atlas game loop is still running
AtlasView* view; // current 'view' (controls updates, rendering, etc)
const void* glCanvas; // the wxGlCanvas to draw on
float realFrameLength; ///< Real-time duration of the last frame, in seconds. Smoothed to avoid large jumps (TODO).
struct Input
{
float scrollSpeed[6]; // [fwd, bwd, left, right, cw-rotation, ccw-rotation]. 0.0f for disabled.
float zoomDelta;
} input;
};
extern GameLoopState* g_AtlasGameLoop;
#endif // INCLUDED_GAMELOOP
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