/* 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 . */ #ifndef INCLUDED_GAMELOOP #define INCLUDED_GAMELOOP #include "ps/GameSetup/CmdLineArgs.h" extern void (*Atlas_GLSetCurrent)(void* context); class AtlasView; void RendererIncrementalLoad(); 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