#pragma once #include #include "Singleton.h" #include "Platform.h" #include "Graphics.h" #include "Window.h" namespace ui { class Window; /* class Engine * * Controls the User Interface. * Send user inputs to the Engine and the appropriate controls and components will interact. */ class Engine: public Singleton { public: Engine(); ~Engine(); void ShowWindow(Window * window); void CloseWindow(); void onMouseMove(int x, int y); void onMouseClick(int x, int y, unsigned button); void onMouseUnclick(int x, int y, unsigned button); void onMouseWheel(int x, int y, int delta); void onKeyPress(int key, Uint16 character, bool shift, bool ctrl, bool alt); void onKeyRelease(int key, Uint16 character, bool shift, bool ctrl, bool alt); void onResize(int newWidth, int newHeight); void onClose(); void Begin(int width, int height); inline bool Running() { return running_; } void Exit(); void Tick(); void Draw(); void SetFps(float fps); inline int GetMouseX() { return mousex_; } inline int GetMouseY() { return mousey_; } inline int GetWidth() { return width_; } inline int GetHeight() { return height_; } inline void SetSize(int width, int height); //void SetState(Window* state); //inline State* GetState() { return state_; } inline Window* GetWindow() { return state_; } float FpsLimit; Graphics * g; unsigned int FrameIndex; private: float dt; float fps; pixel * lastBuffer; std::stack prevBuffers; std::stack windows; //Window* statequeued_; Window* state_; Point windowTargetPosition; float windowOpenState; bool running_; int mousex_; int mousey_; int mousexp_; int mouseyp_; int width_; int height_; }; }