////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2011, 2026
//
//    This file is part of Scorched3D.
//
//    Scorched3D is free software; you can redistribute it and/or modify
//    it under the terms of the GNU General Public License as published by
//    the Free Software Foundation; either version 2 of the License, or
//    (at your option) any later version.
//
//    Scorched3D is distributed in the hope that it will be useful,
//    but WITHOUT ANY WARRANTY; without even the implied warranty of
//    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//    GNU General Public License for more details.
//
//    You should have received a copy of the GNU General Public License along
//    with this program; if not, write to the Free Software Foundation, Inc.,
//    51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
////////////////////////////////////////////////////////////////////////////////

#ifndef __INCLUDE_GameStateI_hpp_INCLUDE__
#define __INCLUDE_GameStateI_hpp_INCLUDE__

#include <engine/GameState.hpp>
#include <common/KeyboardHistory.hpp>
#include <vector>

class GameStateI
{
public:
	GameStateI( const char* name );
	virtual ~GameStateI();

	virtual void simulate( const unsigned int state, float simTime );
	virtual void draw( const unsigned int state );

	virtual void mouseDown( const unsigned int state, GameState::MouseButton button, int x, int y, bool& skipRest );
	virtual void mouseUp( const unsigned int state, GameState::MouseButton button, int x, int y, bool& skipRest );
	virtual void mouseDrag(
		const unsigned int     state,
		GameState::MouseButton button,
		int                    x,
		int                    y,
		int                    dx,
		int                    dy,
		bool&                  skipRest
	);
	virtual void mouseWheel( const unsigned int state, int x, int y, int z, bool& skipRest );
	virtual void enterState( const unsigned int state );
	virtual void keyboardCheck(
		const unsigned int               state,
		float                            frameTime,
		char*                            buffer,
		unsigned int                     keyState,
		KeyboardHistory::HistoryElement* history,
		int                              hisCount,
		bool&                            skipRest
	);

	const char* getGameStateIName() { return gameStateIName_; }

	int  getPerfCounter( const char* perfName );
	void startPerfCount( int counter );
	void endPerfCount( int counter );

	std::vector< GameStatePerfCounter* >& getPerfCounters() { return perfCounters_; }

protected:
	const char*                          gameStateIName_;
	std::vector< GameStatePerfCounter* > perfCounters_;

	static std::vector< std::string > perfCounterNames_;
};

#endif  // __INCLUDE_GameStateI_hpp_INCLUDE__
