mirror of
https://github.com/vcmi/vcmi.git
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298 lines
8.3 KiB
C++
298 lines
8.3 KiB
C++
/*
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* GameEngine.cpp, 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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#include "StdInc.h"
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#include "GameEngine.h"
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#include "GameLibrary.h"
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#include "gui/CIntObject.h"
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#include "gui/CursorHandler.h"
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#include "gui/ShortcutHandler.h"
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#include "gui/FramerateManager.h"
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#include "gui/WindowHandler.h"
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#include "gui/EventDispatcher.h"
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#include "eventsSDL/InputHandler.h"
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#include "media/CMusicHandler.h"
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#include "media/CSoundHandler.h"
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#include "media/CVideoHandler.h"
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#include "media/CEmptyVideoPlayer.h"
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#include "adventureMap/AdventureMapInterface.h"
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#include "render/Canvas.h"
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#include "render/Colors.h"
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#include "render/IFont.h"
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#include "render/EFont.h"
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#include "renderSDL/ScreenHandler.h"
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#include "renderSDL/RenderHandler.h"
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#include "GameEngineUser.h"
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#include "battle/BattleInterface.h"
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#include "../lib/AsyncRunner.h"
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#include "../lib/CConfigHandler.h"
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#include "../lib/texts/TextOperations.h"
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#include "../lib/texts/CGeneralTextHandler.h"
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#include <SDL_render.h>
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std::unique_ptr<GameEngine> ENGINE;
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static thread_local bool inGuiThread = false;
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ObjectConstruction::ObjectConstruction(CIntObject *obj)
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{
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ENGINE->createdObj.push_front(obj);
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ENGINE->captureChildren = true;
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}
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ObjectConstruction::~ObjectConstruction()
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{
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assert(!ENGINE->createdObj.empty());
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ENGINE->createdObj.pop_front();
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ENGINE->captureChildren = !ENGINE->createdObj.empty();
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}
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GameEngine::GameEngine()
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: captureChildren(false)
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, fakeStatusBar(std::make_shared<EmptyStatusBar>())
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{
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inGuiThread = true;
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eventDispatcherInstance = std::make_unique<EventDispatcher>();
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windowHandlerInstance = std::make_unique<WindowHandler>();
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screenHandlerInstance = std::make_unique<ScreenHandler>();
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renderHandlerInstance = std::make_unique<RenderHandler>();
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shortcutsHandlerInstance = std::make_unique<ShortcutHandler>();
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inputHandlerInstance = std::make_unique<InputHandler>(); // Must be after windowHandlerInstance and shortcutsHandlerInstance
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framerateManagerInstance = std::make_unique<FramerateManager>(settings["video"]["targetfps"].Integer());
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#ifndef ENABLE_VIDEO
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videoPlayerInstance = std::make_unique<CEmptyVideoPlayer>();
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#else
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if (settings["session"]["disableVideo"].Bool())
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videoPlayerInstance = std::make_unique<CEmptyVideoPlayer>();
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else
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videoPlayerInstance = std::make_unique<CVideoPlayer>();
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#endif
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soundPlayerInstance = std::make_unique<CSoundHandler>();
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musicPlayerInstance = std::make_unique<CMusicHandler>();
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sound().setVolume(settings["general"]["sound"].Integer());
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music().setVolume(settings["general"]["music"].Integer());
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cursorHandlerInstance = std::make_unique<CursorHandler>();
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asyncTasks = std::make_unique<AsyncRunner>();
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}
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void GameEngine::handleEvents()
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{
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events().dispatchTimer(framerate().getElapsedMilliseconds());
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//player interface may want special event handling
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if(engineUser->capturedAllEvents())
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return;
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input().processEvents();
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}
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void GameEngine::fakeMouseMove()
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{
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dispatchMainThread([](){
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ENGINE->events().dispatchMouseMoved(Point(0, 0), ENGINE->getCursorPosition());
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});
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}
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[[noreturn]] void GameEngine::mainLoop()
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{
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for (;;)
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{
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input().fetchEvents();
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updateFrame();
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screenHandlerInstance->presentScreenTexture();
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framerate().framerateDelay(); // holds a constant FPS
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}
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}
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void GameEngine::updateFrame()
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{
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std::scoped_lock interfaceLock(ENGINE->interfaceMutex);
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engineUser->onUpdate();
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handleEvents();
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windows().simpleRedraw();
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if (settings["video"]["performanceOverlay"]["show"].Bool())
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drawPerformanceOverlay();
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screenHandlerInstance->updateScreenTexture();
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windows().onFrameRendered();
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ENGINE->cursor().update();
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}
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GameEngine::~GameEngine()
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{
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// enforce deletion order on shutdown
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// all UI elements including adventure map must be destroyed before Gui Handler
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// proper solution would be removal of adventureInt global
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adventureInt.reset();
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}
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ShortcutHandler & GameEngine::shortcuts()
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{
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assert(shortcutsHandlerInstance);
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return *shortcutsHandlerInstance;
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}
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FramerateManager & GameEngine::framerate()
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{
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assert(framerateManagerInstance);
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return *framerateManagerInstance;
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}
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bool GameEngine::isKeyboardCtrlDown() const
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{
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return inputHandlerInstance->isKeyboardCtrlDown();
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}
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bool GameEngine::isKeyboardCmdDown() const
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{
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return inputHandlerInstance->isKeyboardCmdDown();
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}
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bool GameEngine::isKeyboardAltDown() const
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{
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return inputHandlerInstance->isKeyboardAltDown();
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}
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bool GameEngine::isKeyboardShiftDown() const
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{
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return inputHandlerInstance->isKeyboardShiftDown();
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}
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const Point & GameEngine::getCursorPosition() const
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{
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return inputHandlerInstance->getCursorPosition();
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}
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Point GameEngine::screenDimensions() const
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{
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return screenHandlerInstance->getLogicalResolution();
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}
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void GameEngine::drawPerformanceOverlay()
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{
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auto font = EFonts::FONT_SMALL;
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const auto & fontPtr = ENGINE->renderHandler().loadFont(font);
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Canvas target = screenHandler().getScreenCanvas();
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auto powerState = ENGINE->input().getPowerState();
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std::string powerSymbol = ""; // add symbol if emoji are supported (e.g. VCMI extras)
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if(powerState.powerState == PowerStateMode::ON_BATTERY)
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powerSymbol = fontPtr->canRepresentCharacter("🔋") ? "🔋 " : (LIBRARY->generaltexth->translate("vcmi.overlay.battery") + " ");
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else if(powerState.powerState == PowerStateMode::CHARGING)
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powerSymbol = fontPtr->canRepresentCharacter("🔌") ? "🔌 " : (LIBRARY->generaltexth->translate("vcmi.overlay.charging") + " ");
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std::string fps = std::to_string(framerate().getFramerate())+" FPS";
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std::string time = TextOperations::getFormattedTimeLocal(std::time(nullptr));
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std::string power = powerState.powerState == PowerStateMode::UNKNOWN ? "" : powerSymbol + std::to_string(powerState.percent) + "%";
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std::string textToDisplay = time + (power.empty() ? "" : " | " + power) + " | " + fps;
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maxPerformanceOverlayTextWidth = std::max(maxPerformanceOverlayTextWidth, static_cast<int>(fontPtr->getStringWidth(textToDisplay))); // do not get smaller (can cause graphical glitches)
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Rect targetArea;
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std::string edge = settings["video"]["performanceOverlay"]["edge"].String();
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int marginTopBottom = settings["video"]["performanceOverlay"]["marginTopBottom"].Integer();
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int marginLeftRight = settings["video"]["performanceOverlay"]["marginLeftRight"].Integer();
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Point boxSize(maxPerformanceOverlayTextWidth + 6, fontPtr->getLineHeight() + 2);
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if (edge == "topleft")
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targetArea = Rect(marginLeftRight, marginTopBottom, boxSize.x, boxSize.y);
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else if (edge == "topright")
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targetArea = Rect(screenDimensions().x - marginLeftRight - boxSize.x, marginTopBottom, boxSize.x, boxSize.y);
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else if (edge == "bottomleft")
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targetArea = Rect(marginLeftRight, screenDimensions().y - marginTopBottom - boxSize.y, boxSize.x, boxSize.y);
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else if (edge == "bottomright")
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targetArea = Rect(screenDimensions().x - marginLeftRight - boxSize.x, screenDimensions().y - marginTopBottom - boxSize.y, boxSize.x, boxSize.y);
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target.drawColor(targetArea.resize(1), Colors::BRIGHT_YELLOW);
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target.drawColor(targetArea, ColorRGBA(0, 0, 0));
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target.drawText(targetArea.center(), font, Colors::WHITE, ETextAlignment::CENTER, textToDisplay);
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}
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bool GameEngine::amIGuiThread()
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{
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return inGuiThread;
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}
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void GameEngine::dispatchMainThread(const std::function<void()> & functor)
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{
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inputHandlerInstance->dispatchMainThread(functor);
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}
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IScreenHandler & GameEngine::screenHandler()
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{
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return *screenHandlerInstance;
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}
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IRenderHandler & GameEngine::renderHandler()
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{
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return *renderHandlerInstance;
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}
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EventDispatcher & GameEngine::events()
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{
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return *eventDispatcherInstance;
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}
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InputHandler & GameEngine::input()
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{
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return *inputHandlerInstance;
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}
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WindowHandler & GameEngine::windows()
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{
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assert(windowHandlerInstance);
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return *windowHandlerInstance;
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}
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std::shared_ptr<IStatusBar> GameEngine::statusbar()
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{
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auto locked = currentStatusBar.lock();
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if (!locked)
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return fakeStatusBar;
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return locked;
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}
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void GameEngine::setStatusbar(const std::shared_ptr<IStatusBar> & newStatusBar)
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{
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currentStatusBar = newStatusBar;
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}
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void GameEngine::onScreenResize(bool resolutionChanged, bool windowResized)
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{
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if(resolutionChanged)
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if(!screenHandler().onScreenResize(windowResized))
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return;
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windows().onScreenResize();
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ENGINE->cursor().onScreenResize();
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}
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void GameEngine::setEngineUser(IGameEngineUser * user)
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{
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engineUser = user;
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}
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