kaliber/src/engine/engine.h

252 lines
6.4 KiB
C++

#ifndef ENGINE_ENGINE_H
#define ENGINE_ENGINE_H
#include <deque>
#include <functional>
#include <list>
#include <memory>
#include <unordered_map>
#include "base/random.h"
#include "base/thread_pool.h"
#include "base/vecmath.h"
#include "engine/imgui_backend.h"
#include "engine/persistent_data.h"
#include "engine/platform/platform_observer.h"
class TextureCompressor;
namespace eng {
class Animator;
class AudioBus;
class AudioMixer;
class Drawable;
class Font;
class Game;
class Geometry;
class Image;
class InputEvent;
class Platform;
class Renderer;
class Shader;
class Texture;
enum class RendererType;
class Engine : public PlatformObserver {
public:
using CreateImageCB = std::function<std::unique_ptr<Image>()>;
Engine(Platform* platform);
~Engine();
static Engine& Get();
void Run();
void AddDrawable(Drawable* drawable);
void RemoveDrawable(Drawable* drawable);
void AddAnimator(Animator* animator);
void RemoveAnimator(Animator* animator);
void CreateRenderer(RendererType type);
RendererType GetRendererType();
void Exit();
// Convert size from pixels to viewport scale.
base::Vector2f ToScale(const base::Vector2f& vec);
// Convert position form pixels to viewport coordinates.
base::Vector2f ToPosition(const base::Vector2f& vec);
void SetImageSource(const std::string& asset_name,
const std::string& file_name,
bool persistent = false);
void SetImageSource(const std::string& asset_name,
CreateImageCB create_image,
bool persistent = false);
void RefreshImage(const std::string& asset_name);
Texture* AcquireTexture(const std::string& asset_name);
void ReleaseTexture(const std::string& asset_name);
void SetShaderSource(const std::string& asset_name,
const std::string& file_name);
Shader* GetShader(const std::string& asset_name);
void AsyncLoadSound(const std::string& asset_name,
const std::string& file_name,
bool stream = false);
std::shared_ptr<AudioBus> GetAudioBus(const std::string& asset_name);
std::unique_ptr<InputEvent> GetNextInputEvent();
void StartRecording(const Json::Value& payload);
void EndRecording(const std::string file_name);
bool Replay(const std::string file_name, Json::Value& payload);
// Vibrate (if supported by the platform) for the specified duration.
void Vibrate(int duration);
void ShowInterstitialAd();
void ShareFile(const std::string& file_name);
void SetKeepScreenOn(bool keep_screen_on);
void SetEnableAudio(bool enable);
void SetEnableVibration(bool enable) { vibration_enabled_ = enable; }
AudioMixer* GetAudioMixer() { return audio_mixer_.get(); }
// Access to the render resources.
Geometry* GetQuad() { return quad_.get(); }
Shader* GetPassThroughShader() { return pass_through_shader_.get(); }
Shader* GetSolidShader() { return solid_shader_.get(); }
const Font* GetSystemFont() { return system_font_.get(); }
std::unique_ptr<Image> Print(const std::string& text,
base::Vector4f bg_color);
base::Randomf& GetRandomGenerator() { return random_; }
TextureCompressor* GetTextureCompressor(bool opacity);
Game* GetGame() { return game_.get(); }
// Return screen width/height in pixels.
int GetScreenWidth() const;
int GetScreenHeight() const;
// Return screen size in viewport scale.
base::Vector2f GetScreenSize() const { return screen_size_; }
const base::Matrix4f& GetProjectionMatrix() const { return projection_; }
float GetImageScaleFactor() const;
const std::string& GetRootPath() const;
const std::string& GetDataPath() const;
const std::string& GetSharedDataPath() const;
size_t GetAudioHardwareSampleRate();
bool IsMobile() const;
float seconds_accumulated() const { return seconds_accumulated_; }
float time_step() { return time_step_; }
int fps() const { return fps_; }
private:
// Class holding information about texture resources managed by engine.
// Texture is created from the image returned by create_image callback.
struct TextureResource {
std::unique_ptr<Texture> texture;
CreateImageCB create_image;
bool persistent = false;
size_t use_count = 0;
};
// Class holding information about shader resources managed by engine.
struct ShaderResource {
std::unique_ptr<Shader> shader;
std::string file_name;
};
static Engine* singleton;
Platform* platform_ = nullptr;
std::unique_ptr<Renderer> renderer_;
std::unique_ptr<AudioMixer> audio_mixer_;
std::unique_ptr<Game> game_;
std::unique_ptr<Geometry> quad_;
std::unique_ptr<Shader> pass_through_shader_;
std::unique_ptr<Shader> solid_shader_;
base::Vector2f screen_size_ = {0, 0};
base::Matrix4f projection_;
std::unique_ptr<Font> system_font_;
std::unique_ptr<TextureCompressor> tex_comp_opaque_;
std::unique_ptr<TextureCompressor> tex_comp_alpha_;
std::list<Drawable*> drawables_;
std::list<Animator*> animators_;
// Resources mapped by asset name.
std::unordered_map<std::string, TextureResource> textures_;
std::unordered_map<std::string, ShaderResource> shaders_;
std::unordered_map<std::string, std::shared_ptr<AudioBus>> audio_buses_;
size_t async_work_count_ = 0;
bool stats_visible_ = false;
ImguiBackend imgui_backend_;
float fps_seconds_ = 0;
int fps_ = 0;
float seconds_accumulated_ = 0.0f;
float time_step_ = 1.0f / 60.0f;
size_t tick_ = 0;
bool vibration_enabled_ = true;
std::deque<std::unique_ptr<InputEvent>> input_queue_;
PersistentData replay_data_;
bool recording_ = false;
bool replaying_ = false;
unsigned int replay_index_ = 0;
base::ThreadPool thread_pool_;
base::Randomf random_;
void Initialize();
void Update(float delta_time);
void Draw(float frame_frac);
// PlatformObserver implementation
void OnWindowCreated() final;
void OnWindowDestroyed() final;
void OnWindowResized(int width, int height) final;
void LostFocus() final;
void GainedFocus(bool from_interstitial_ad) final;
void AddInputEvent(std::unique_ptr<InputEvent> event) final;
void CreateRendererInternal(RendererType type);
void CreateTextureCompressors();
void CreateProjectionMatrix();
void ContextLost();
void CreateRenderResources();
void WaitForAsyncWork();
Engine(const Engine&) = delete;
Engine& operator=(const Engine&) = delete;
};
} // namespace eng
#endif // ENGINE_ENGINE_H