using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Timing;
namespace Robust.Client;
[NotContentImplementable]
public interface IGameController
{
InitialLaunchState LaunchState { get; }
void Shutdown(string? reason=null);
///
/// Try to cause the launcher to either reconnect to the same server or connect to a new server.
/// *The engine will shutdown on success.*
/// Will throw an exception if contacting the launcher failed (success indicates it is now the launcher's responsibility).
/// To redial the same server, retrieve the server's address from `LaunchState.Ss14Address`.
///
/// The server address, such as "ss14://localhost:1212/".
/// Informational text on the cause of the reconnect. Empty or null gives a default reason.
void Redial(string address, string? text = null);
///
/// This event gets invoked prior to performing entity tick update logic. If this is null the game
/// controller will simply call .
/// This exists to give content module more control over tick updating.
///
event Action? TickUpdateOverride;
///
/// Get the games Title, if Options.DefaultWindowTitle or if defaultWindowTitle is not set in the manifest.yml, it will default to RobustToolbox.
///
string GameTitle();
///
/// Get the games Window Icon set, if Options.WindowIconSet or if windowIconSet is not set in the manifest.yml, it will default to an empty string.
///
string WindowIconSet();
///
/// Get the games Splash Logo, if Options.SplashLogo or if splashLogo is not set in the manifest.yml, it will default to an empty string.
///
string SplashLogo();
}