| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135 | 
							- /*
 
-  * 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
 
 
  |