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vcmi/client/GameEngine.h
2025-03-12 15:57:06 +00:00

136 lines
4.5 KiB
C++

/*
* GameEngine.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
VCMI_LIB_NAMESPACE_BEGIN
class Point;
class AsyncRunner;
class Rect;
VCMI_LIB_NAMESPACE_END
enum class MouseButton;
class ShortcutHandler;
class FramerateManager;
class IStatusBar;
class CIntObject;
class IGameEngineUser;
class IRenderHandler;
class IScreenHandler;
class WindowHandler;
class EventDispatcher;
class InputHandler;
class ISoundPlayer;
class IMusicPlayer;
class CursorHandler;
class IVideoPlayer;
class GameEngine
{
private:
/// Fake no-op version status bar, for use in windows that have no status bar
std::shared_ptr<IStatusBar> fakeStatusBar;
/// Status bar of current window, if any. Uses weak_ptr to allow potential hanging reference after owned window has been deleted
std::weak_ptr<IStatusBar> currentStatusBar;
std::unique_ptr<ShortcutHandler> shortcutsHandlerInstance;
std::unique_ptr<WindowHandler> windowHandlerInstance;
std::unique_ptr<IScreenHandler> screenHandlerInstance;
std::unique_ptr<IRenderHandler> renderHandlerInstance;
std::unique_ptr<FramerateManager> framerateManagerInstance;
std::unique_ptr<EventDispatcher> eventDispatcherInstance;
std::unique_ptr<InputHandler> inputHandlerInstance;
std::unique_ptr<ISoundPlayer> soundPlayerInstance;
std::unique_ptr<IMusicPlayer> musicPlayerInstance;
std::unique_ptr<CursorHandler> cursorHandlerInstance;
std::unique_ptr<IVideoPlayer> videoPlayerInstance;
std::unique_ptr<AsyncRunner> asyncTasks;
IGameEngineUser *engineUser = nullptr;
void updateFrame();
void handleEvents(); //takes events from queue and calls interested objects
void drawFPSCounter(); // draws the FPS to the upper left corner of the screen
public:
std::mutex interfaceMutex;
/// returns current position of mouse cursor, relative to vcmi window
const Point & getCursorPosition() const;
ShortcutHandler & shortcuts();
FramerateManager & framerate();
EventDispatcher & events();
InputHandler & input();
AsyncRunner & async() { return *asyncTasks; }
IGameEngineUser & user() { return *engineUser; }
ISoundPlayer & sound() { return *soundPlayerInstance; }
IMusicPlayer & music() { return *musicPlayerInstance; }
CursorHandler & cursor() { return *cursorHandlerInstance; }
IVideoPlayer & video() { return *videoPlayerInstance; }
/// Returns current logical screen dimensions
/// May not match size of window if user has UI scaling different from 100%
Point screenDimensions() const;
/// returns true if Alt is currently pressed down
bool isKeyboardAltDown() const;
/// returns true if Ctrl is currently pressed down
/// on Apple system, this also tests for Cmd key
/// For use with keyboard-based events
bool isKeyboardCtrlDown() const;
/// on Apple systems, returns true if Cmd key is pressed
/// on other systems, returns true if Ctrl is pressed
/// /// For use with mouse-based events
bool isKeyboardCmdDown() const;
/// returns true if Shift is currently pressed down
bool isKeyboardShiftDown() const;
IScreenHandler & screenHandler();
IRenderHandler & renderHandler();
WindowHandler & windows();
/// Returns currently active status bar. Guaranteed to be non-null
std::shared_ptr<IStatusBar> statusbar();
/// Set currently active status bar
void setStatusbar(const std::shared_ptr<IStatusBar> &);
/// Sets engine user that is used as target of callback for events received by engine
void setEngineUser(IGameEngineUser * user);
bool captureChildren; //all newly created objects will get their parents from stack and will be added to parents children list
std::list<CIntObject *> createdObj; //stack of objs being created
GameEngine();
~GameEngine();
/// Performs main game loop till game shutdown
/// This method never returns, to abort main loop throw GameShutdownException
[[noreturn]] void mainLoop();
/// called whenever SDL_WINDOWEVENT_RESTORED is reported or the user selects a different resolution, requiring to center/resize all windows
void onScreenResize(bool resolutionChanged);
/// Simulate mouse movement to force refresh UI state that updates on mouse move
void fakeMouseMove();
/// Returns true for calls made from main (GUI) thread, false othervice
bool amIGuiThread();
/// Calls provided functor in main thread on next execution frame
void dispatchMainThread(const std::function<void()> & functor);
};
extern std::unique_ptr<GameEngine> ENGINE; //global gui handler