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#include <cstdio>
#include <iostream>
#include <vector>
#include <string>
#include <sstream>
#include <fstream>
#pragma once
using namespace std;
#ifndef _ENGINE_H_
#define _ENGINE_H_
#include <SDL.h>
#include <SDL_image.h>
#include <SDL_ttf.h>
#include <SDL_mixer.h>
#include <SDL_thread.h>
class Engine
{
private:
long lastTick;
int wWidth; // Window width
int wHeight; // Window height
int FPSTickCounter; // Frame per second tick counter
int FPSCounter; // frame rate counter
int currentFPS; // Current frame per second
bool isQuit;
bool isMinized;
const char *wTitle; // Window title
SDL_Surface *screen; // Screen Surface
protected:
void doThink();
void doRender();
void setSize(const int& witdh, const int& height);
void handleInput();
public:
Engine();
virtual ~Engine();
void init();
void start();
void setTitle(const char* title);
int getFPS();
const char* getTitle();
SDL_Surface* getSurface();
virtual void additionalInit() {}
virtual void think (const int& elapsedTime) {}
virtual void render (SDL_Surface *pDestSurface) {}
virtual void end() {}
virtual void windowActive() {}
virtual void windowInactive() {}
virtual void keyUp (const int& keyIn){}
virtual void keyDown (const int& keyDown){}
virtual void mouseMoved (const int& but, const int& x, const int& y, const int& relX, const int& relY) {}
virtual void mouseButtonUp (const int& but, const int& x, const int& y, const int& relX, const int& relY) {}
virtual void mouseButtonDown (const int& but, const int& x, const int& y, const int& relX, const int& relY) {}
};
#endif