////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2011
//
//    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.
////////////////////////////////////////////////////////////////////////////////


#if !defined(__INCLUDE_SpeedChangeh_INCLUDE__)
#define __INCLUDE_SpeedChangeh_INCLUDE__

#include <engine/GameStateI.h>
#include <common/Clock.h>
#include <common/fixed.h>

class SpeedChange : public GameStateI
{
public:
	static SpeedChange *instance();

	void resetSpeed();

	virtual void draw(const unsigned state);
	virtual void simulate(const unsigned state, float simTime);
	virtual void keyboardCheck(const unsigned state, float frameTime, 
							   char *buffer, unsigned int keyState,
							   KeyboardHistory::HistoryElement *history, int hisCount, 
							   bool &skipRest);

protected:
	static SpeedChange *instance_;
	void setSpeed(fixed speed);
	Clock frameClock_;

private:
	SpeedChange();
	virtual ~SpeedChange();
};


#endif
