1 /***************************************
2 ** Tsunagari Tile Engine **
4 ** Copyright 2011-2013 PariahSoft LLC **
5 ***************************************/
8 // Permission is hereby granted, free of charge, to any person obtaining a copy
9 // of this software and associated documentation files (the "Software"), to
10 // deal in the Software without restriction, including without limitation the
11 // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
12 // sell copies of the Software, and to permit persons to whom the Software is
13 // furnished to do so, subject to the following conditions:
15 // The above copyright notice and this permission notice shall be included in
16 // all copies or substantial portions of the Software.
18 // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
19 // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
21 // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
22 // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
23 // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
34 #include <Gosu/Window.hpp> // for Gosu::Window
44 This class is structurally the main class of the Tsunagari Tile Engine.
45 It handles input and drawing.
47 class GameWindow
: public Gosu::Window
50 static GameWindow
& instance();
52 //! GameWindow Constructor
55 //! GameWindow Destructor
56 virtual ~GameWindow();
58 //! GameWindow Initializer
61 //! Width of the window in pixels.
64 //! Height of the window in pixels.
68 void buttonDown(const Gosu::Button btn
);
71 void buttonUp(const Gosu::Button btn
);
77 bool needsRedraw() const;
86 //! Process persistent keyboard input
87 void handleKeyboardInput(time_t now
);
89 std::unique_ptr
<World
> world
;
95 bool consecutive
, initiallyResolved
;
99 std::map
<Gosu::Button
, keystate
> keystates
;