text: /*
   *  App.h
   *  Created by Seth Robinson on 3/6/09.
   *  For license info, check the license.txt file that should have come with this.
   *
   */
  
  /*
  
  This game was originally made for the Ludumdare 48 hour game making competition, so yeah, don't expect the best coding
  practices...
  
  -Seth
  
  */
  
  #pragma once
  
  #include "BaseApp.h"
  
  #ifdef PLATFORM_ANDROID
  	//Moga controller is still under NDA, so even if you try to use it isn't functional in Proton's public SVN yet.  Coming soon
  	//#define RT_MOGA_ENABLED
  #endif
  
  //this define will cause windows builds to ignore the settings in main.cpp and force 1024X768
  #define C_FORCE_BIG_SCREEN_SIZE_FOR_WINDOWS_BUILDS
  #define TOTAL_LEVELS 6
  
  
  
  class App: public BaseApp
  {
  public:
  	
  	App();
  	virtual ~App();
  	
  	virtual bool Init();
  	virtual void Kill();
  	virtual void Draw();
  	virtual void OnScreenSizeChange();
  	virtual void Update();
  	virtual bool OnPreInitVideo();
  
  	string GetVersionString();
  	float GetVersion();
  	int GetBuild();
  	void GetServerInfo(string &server, uint32 &port);
  	VariantDB * GetShared() {return &m_varDB;}
  	Variant * GetVar(const string &keyName );
  	Variant * GetVarWithDefault(const string &varName, const Variant &var) {return m_varDB.GetVarWithDefault(varName, var);}
  	int GetSpecial();
  	void OnExitApp(VariantList *pVarList);
  
  private:
  
  	bool m_bDidPostInit;
  	VariantDB m_varDB; //holds all data we want to save/load
  	int m_special;
  };
  
  
  extern App g_App;
  
  App * GetApp();
  const char * GetAppName();
  const char * GetBundleName();
  const char * GetBundlePrefix();