/**
* eAdventure (formerly <e-Adventure> and <e-Game>) is a research project of the
* <e-UCM> research group.
*
* Copyright 2005-2010 <e-UCM> research group.
*
* You can access a list of all the contributors to eAdventure at:
* http://e-adventure.e-ucm.es/contributors
*
* <e-UCM> is a research group of the Department of Software Engineering
* and Artificial Intelligence at the Complutense University of Madrid
* (School of Computer Science).
*
* C Profesor Jose Garcia Santesmases sn,
* 28040 Madrid (Madrid), Spain.
*
* For more info please visit: <http://e-adventure.e-ucm.es> or
* <http://www.e-ucm.es>
*
* ****************************************************************************
*
* This file is part of eAdventure, version 2.0
*
* eAdventure is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* eAdventure 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with eAdventure. If not, see <http://www.gnu.org/licenses/>.
*/
package es.eucm.ead.engine.tracking;
import com.badlogic.gdx.scenes.scene2d.Event;
import es.eucm.ead.engine.gameobjects.effects.EffectGO;
import es.eucm.ead.engine.gameobjects.sceneelements.SceneElementGO;
import es.eucm.ead.model.elements.AdventureGame;
/**
* General interface for game engine trackers. Methods defined by this interface
* can be extended if required
*/
public interface GameTracker {
/**
* Starts the tracking
*
* @param model the game model to be tracked
*/
void startTracking(AdventureGame model);
/**
* Tracks an input action executed over the target
*
* @param action the performed action
* @param target the game object receiving the action
*/
void input(Event action, SceneElementGO target);
/**
* Tracks a launched effect
*
* @param effect the launched effect
*/
void effect(EffectGO<?> effect);
/**
* A phase starts
*
* @param phaseId the phase id
*/
void phaseStart(String phaseId);
/**
* A phase ends
*
* @param phaseId the phase id
*/
void phaseEnd(String phaseId);
/**
* A variable has been updated
*
* @param varId variable id
* @param newValue new value for the variable
*/
void varUpdate(String varId, Object newValue);
/**
* The game has ended
*/
void gameEnd();
/**
* @return Returns if it is currently sending tracking data
*/
boolean isTracking();
/**
* Stops the tracking
*/
void stop();
}