/* Copyright: (c) Kayne Ruse 2013-2016 * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * * 3. This notice may not be removed or altered from any source * distribution. */ #pragma once #include "base_scene.hpp" #include "scene_signal.hpp" #include "singleton.hpp" #include "udp_network_utility.hpp" #include "SDL2/SDL.h" #include "SDL2/SDL_net.h" #include "SDL2/SDL_ttf.h" class ClientApplication: public Singleton { public: void Init(int argc, char* argv[]); void Proc(); void Quit(); private: friend Singleton; ClientApplication() = default; ~ClientApplication() = default; //scene management void ProcessEvents(); void ProcessSceneSignal(SceneSignal); void ClearScene(); BaseScene* activeScene = nullptr; //TODO: (9) build a "window" class? SDL_Window* window = nullptr; SDL_Renderer* renderer = nullptr; //global scene parameters int clientIndex = -1; int accountIndex = -1; };