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