ClientProcessingLoop.h

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00001 ////////////////////////////////////////////////////////////////////////////////
00002 //    Scorched3D (c) 2000-2009
00003 //
00004 //    This file is part of Scorched3D.
00005 //
00006 //    Scorched3D is free software; you can redistribute it and/or modify
00007 //    it under the terms of the GNU General Public License as published by
00008 //    the Free Software Foundation; either version 2 of the License, or
00009 //    (at your option) any later version.
00010 //
00011 //    Scorched3D is distributed in the hope that it will be useful,
00012 //    but WITHOUT ANY WARRANTY; without even the implied warranty of
00013 //    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00014 //    GNU General Public License for more details.
00015 //
00016 //    You should have received a copy of the GNU General Public License
00017 //    along with Scorched3D; if not, write to the Free Software
00018 //    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
00019 ////////////////////////////////////////////////////////////////////////////////
00020 
00021 
00022 #if !defined(__INCLUDE_ClientProcessingLooph_INCLUDE__)
00023 #define __INCLUDE_ClientProcessingLooph_INCLUDE__
00024 
00025 #include <engine/GameStateI.h>
00026 #include <graph/FrameLimiter.h>
00027 
00028 class ClientProcessingLoop : 
00029         public GameStateI
00030 {
00031 public:
00032         static ClientProcessingLoop *instance();
00033 
00034         virtual void simulate(const unsigned state, float simTime);
00035         virtual void draw(const unsigned state);
00036 
00037         void dontLimitFrameTime() { limiter_.dontLimitFrameTime(); }
00038 
00039 protected:
00040         static ClientProcessingLoop *instance_;
00041         FrameLimiter limiter_;
00042         float serverTime_;
00043 
00044 private:
00045         ClientProcessingLoop();
00046         virtual ~ClientProcessingLoop();
00047 };
00048 
00049 
00050 #endif

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