#ifndef CGAMEAPPLICATION_H #define CGAMEAPPLICATION_H //#include "ConfigResource.h" //#include "GameResource.h" //#include "GameState.h" class cGameApplication // : public KeyboardEventListener // , public PointerButtonEventListener // , public TimerEventListener { public: ~cGameApplication(); static cGameApplication* getInstance(); static void cleanUp(); // Preferences* GetPreferences(); // Game* GetGame(); // void PlayIntro(); // void StartNewGame(); // void QuitGame(); // void SaveConfig(); void run(); // void KeyPressed ( const KeyboardEvent& kbe ); // void KeyReleased ( const KeyboardEvent& kbe ); // void PointerButtonPressed ( const PointerButtonEvent& pbe ); // void PointerButtonReleased ( const PointerButtonEvent& pbe ); // void TimerExpired ( const TimerEvent& te ); private: // friend class GameState; // bool done; // bool inputGrabbed; // ConfigResource *config; // GameResource *game; // GameState *state; // int screenSaveCount; static cGameApplication* m_instance; // void SetState ( GameState *st ); protected: cGameApplication(); }; /* class GameApplication : public KeyboardEventListener , public PointerButtonEventListener , public TimerEventListener { private: friend class GameState; bool done; bool inputGrabbed; ConfigResource *config; GameResource *game; GameState *state; int screenSaveCount; static GameApplication *instance; void SetState ( GameState *st ); protected: GameApplication(); public: ~GameApplication(); static GameApplication* GetInstance(); static void CleanUp(); Preferences* GetPreferences(); Game* GetGame(); void PlayIntro(); void StartNewGame(); void QuitGame(); void SaveConfig(); void Run(); void KeyPressed ( const KeyboardEvent& kbe ); void KeyReleased ( const KeyboardEvent& kbe ); void PointerButtonPressed ( const PointerButtonEvent& pbe ); void PointerButtonReleased ( const PointerButtonEvent& pbe ); void TimerExpired ( const TimerEvent& te ); }; */ #endif // CGAMEAPPLICATION_H