<commit_before>/* Seth's Game Class  */

#ifndef _S_GAME_CLASS
#define _S_GAME_CLASS

#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000

#include "c_log.h"
#include "c_sdl.h"
#include "c_fmod.h"
#include "c_timer.h"
#include "c_map.h"

#define G_CORE        1 // Always will be on
#define G_SDL         2
#define G_FMOD        4
#define G_LUA         8
#define G_GAF         16
#define G_CONSOLE     32
#define G_ENTITY      64
#define G_DATA        128
#define G_LOG         256
#define G_SPRITE      512
#define G_SAMPLE      1024
#define G_FONT        2048
#define G_TIMER       4096

#define SGC_ALL         65535

class CGame
{
public:

    CGame();
    CGame(char *APP_NAME,Uint16 FLAGS);
	CGame(char *APP_NAME,Uint32 SCREEN_WIDTH,Uint32 SCREEN_HEIGHT,Uint32 SCREEN_COLORS,Uint16 FLAGS);
    ~CGame();

    CLog        *Log;
    CSDL_Wrap   *GFX;
    CFMOD       *SND;

    Uint16      flags;
	Uint32		screen_width;
	Uint32		screen_height;
	Uint32		screen_colors;

    bool        G_QUIT;

    int         G_KEYDOWN;

    bool Loop(void);

    void Start(char *APP_NAME,Uint16 FLAGS);
    void ShutDown(void);

    bool UpdateGFXStart(void);
    bool DrawVortex(void);
    bool UpdateGFXEnd(void);
    bool UpdateInput(void);

    bool Inject(Uint16 TYPE,char *name);

    void UserInit(void);
    void UserGFX(void);
    void UserKeys(void);





    
};

#endif<commit_msg>updates<commit_after>/* Seth's Game Class  */

#ifndef _S_GAME_CLASS
#define _S_GAME_CLASS

#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000

#include "c_log.h"
// #include "c_sdl.h"
// #include "c_fmod.h"
#include "c_timer.h"
//#include "c_map.h"

#define G_CORE        1 // Always will be on
#define G_SDL         2
#define G_FMOD        4
#define G_LUA         8
#define G_GAF         16
#define G_CONSOLE     32
#define G_ENTITY      64
#define G_DATA        128
#define G_LOG         256
#define G_SPRITE      512
#define G_SAMPLE      1024
#define G_FONT        2048
#define G_TIMER       4096

#define SGC_ALL         65535

class CGame
{
public:

    CGame();
    CGame(char *APP_NAME, Uint16 FLAGS);
	CGame(char *APP_NAME, Uint32 SCREEN_WIDTH, Uint32 SCREEN_HEIGHT, Uint32 SCREEN_COLORS, Uint16 FLAGS);
    ~CGame();

    CLog        *Log;
    CSDL_Wrap   *GFX;
    CFMOD       *SND;

    Uint16      flags;
	Uint32		screen_width;
	Uint32		screen_height;
	Uint32		screen_colors;

    bool        G_QUIT;

    int         G_KEYDOWN;

    bool Loop(void);

    void Start(char *APP_NAME,Uint16 FLAGS);
    void ShutDown(void);

    bool UpdateGFXStart(void);
    bool DrawVortex(void);
    bool UpdateGFXEnd(void);
    bool UpdateInput(void);

    bool Inject(Uint16 TYPE,char *name);

    void UserInit(void);
    void UserGFX(void);
    void UserKeys(void);






};

#endif
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