#ifndef SUPERTUX_GAMELOOP_H
#define SUPERTUX_GAMELOOP_H
#include "sound.h"
#include "type.h"
#include "level.h"
#include "world.h"
#define ST_GL_PLAY 0
#define ST_GL_TEST 1
#define ST_GL_LOAD_GAME 2
#define ST_GL_LOAD_LEVEL_FILE  3
#define ST_GL_DEMO_GAME  4
extern int game_started;
class World;
class GameSession
{
 private:
  Timer fps_timer;
  Timer frame_timer;
  Timer endsequence_timer;
  World* world;
  int st_gl_mode;
  int levelnb;
  float fps_fps;
  unsigned int last_update_time;
  unsigned int update_time;
  int pause_menu_frame;
  int debug_fps;
  
  enum EndSequenceState {
    NO_ENDSEQUENCE,
    ENDSEQUENCE_RUNNING, 
    ENDSEQUENCE_WAITING  
  };
  EndSequenceState end_sequence;
  float last_x_pos;
  bool game_pause;
  
  std::string subset;
 public:
  enum ExitStatus { ES_NONE, ES_LEVEL_FINISHED, ES_GAME_OVER, ES_LEVEL_ABORT };
 private:
  ExitStatus exit_status;
 public:
  Timer time_left;
  GameSession(const std::string& subset, int levelnb, int mode);
  ~GameSession();
  
  ExitStatus run();
  void draw();
  void action(double frame_ratio);
  Level* get_level() { return world->get_level(); }
  World* get_world() { return world; }
  static GameSession* current() { return current_; }
 private:
  static GameSession* current_;
  void restart_level();
  void check_end_conditions();
  void start_timers();
  void process_events();
  void levelintro();
  void drawstatus();
  void drawendscreen();
  void drawresultscreen(void);
 private:
  void on_escape_press();
  void process_menu();
};
std::string slotinfo(int slot);
bool rectcollision(base_type* one, base_type* two);
void bumpbrick(float x, float y);
#endif