text: #include "App.h"
  #include "Input.h"
  #include "Textures.h"
  #include "Audio.h"
  #include "Render.h"
  #include "Window.h"
  #include "Scene.h"
  
  #include "Defs.h"
  #include "Log.h"
  
  Scene::Scene() : Module()
  {
  	name.create("scene");
  }
  
  // Destructor
  Scene::~Scene()
  {}
  
  // Called before render is available
  bool Scene::Awake()
  {
  	LOG("Loading Scene");
  	bool ret = true;
  
  	return ret;
  }
  
  // Called before the first frame
  bool Scene::Start()
  {
  	img = app->tex->Load("Assets/textures/test.png");
  	app->audio->PlayMusic("Assets/audio/music/music_spy.ogg");
  	return true;
  }
  
  // Called each loop iteration
  bool Scene::PreUpdate()
  {
  	return true;
  }
  
  // Called each loop iteration
  bool Scene::Update(float dt)
  {
  	if(app->input->GetKey(SDL_SCANCODE_UP) == KEY_REPEAT)
  		app->render->camera.y -= 1;
  
  	if(app->input->GetKey(SDL_SCANCODE_DOWN) == KEY_REPEAT)
  		app->render->camera.y += 1;
  
  	if(app->input->GetKey(SDL_SCANCODE_LEFT) == KEY_REPEAT)
  		app->render->camera.x -= 1;
  
  	if(app->input->GetKey(SDL_SCANCODE_RIGHT) == KEY_REPEAT)
  		app->render->camera.x += 1;
  
  	app->render->DrawTexture(img, 380, 100);
  
  	return true;
  }
  
  // Called each loop iteration
  bool Scene::PostUpdate()
  {
  	bool ret = true;
  
  	if(app->input->GetKey(SDL_SCANCODE_ESCAPE) == KEY_DOWN)
  		ret = false;
  
  	return ret;
  }
  
  // Called before quitting
  bool Scene::CleanUp()
  {
  	LOG("Freeing scene");
  
  	return true;
  }
  