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/* Copyright: (c) Kayne Ruse 2015
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#pragma once
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#include "base_scene.hpp"
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#include "scene_signal.hpp"
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#include "SDL2/SDL.h"
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//TODO: do something with these
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constexpr int screenWidth = 800;
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constexpr int screenHeight = 600;
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//DOCS: The Application class handles scene switching, utilizing only one window
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class Application {
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public:
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Application() = default;
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~Application() = default;
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void Init(int argc, char* argv[]);
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void Proc();
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void Quit();
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private:
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//scene management
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void ProcessEvents();
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void ProcessSceneSignal(SceneSignal);
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void ClearScene();
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BaseScene* activeScene = nullptr;
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//TODO: build a "window" class?
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SDL_Window* window = nullptr;
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SDL_Renderer* renderer = nullptr;
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};
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