GameEngine.cpp 6.0 KB

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  1. /*
  2. * GameEngine.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "GameEngine.h"
  12. #include "gui/CIntObject.h"
  13. #include "gui/CursorHandler.h"
  14. #include "gui/ShortcutHandler.h"
  15. #include "gui/FramerateManager.h"
  16. #include "gui/WindowHandler.h"
  17. #include "gui/EventDispatcher.h"
  18. #include "eventsSDL/InputHandler.h"
  19. #include "media/CMusicHandler.h"
  20. #include "media/CSoundHandler.h"
  21. #include "media/CVideoHandler.h"
  22. #include "media/CEmptyVideoPlayer.h"
  23. #include "CPlayerInterface.h"
  24. #include "adventureMap/AdventureMapInterface.h"
  25. #include "render/Canvas.h"
  26. #include "render/Colors.h"
  27. #include "render/Graphics.h"
  28. #include "render/IFont.h"
  29. #include "render/EFont.h"
  30. #include "renderSDL/ScreenHandler.h"
  31. #include "renderSDL/RenderHandler.h"
  32. #include "CMT.h"
  33. #include "GameInstance.h"
  34. #include "battle/BattleInterface.h"
  35. #include "../lib/CThreadHelper.h"
  36. #include "../lib/CConfigHandler.h"
  37. #include <SDL_render.h>
  38. std::unique_ptr<GameEngine> ENGINE;
  39. static thread_local bool inGuiThread = false;
  40. ObjectConstruction::ObjectConstruction(CIntObject *obj)
  41. {
  42. ENGINE->createdObj.push_front(obj);
  43. ENGINE->captureChildren = true;
  44. }
  45. ObjectConstruction::~ObjectConstruction()
  46. {
  47. assert(!ENGINE->createdObj.empty());
  48. ENGINE->createdObj.pop_front();
  49. ENGINE->captureChildren = !ENGINE->createdObj.empty();
  50. }
  51. void GameEngine::init()
  52. {
  53. inGuiThread = true;
  54. eventDispatcherInstance = std::make_unique<EventDispatcher>();
  55. windowHandlerInstance = std::make_unique<WindowHandler>();
  56. screenHandlerInstance = std::make_unique<ScreenHandler>();
  57. renderHandlerInstance = std::make_unique<RenderHandler>();
  58. shortcutsHandlerInstance = std::make_unique<ShortcutHandler>();
  59. inputHandlerInstance = std::make_unique<InputHandler>(); // Must be after windowHandlerInstance and shortcutsHandlerInstance
  60. framerateManagerInstance = std::make_unique<FramerateManager>(settings["video"]["targetfps"].Integer());
  61. #ifndef ENABLE_VIDEO
  62. videoPlayerInstance = std::make_unique<CEmptyVideoPlayer>();
  63. #else
  64. if (settings["session"]["disableVideo"].Bool())
  65. videoPlayerInstance = std::make_unique<CEmptyVideoPlayer>();
  66. else
  67. videoPlayerInstance = std::make_unique<CVideoPlayer>();
  68. #endif
  69. soundPlayerInstance = std::make_unique<CSoundHandler>();
  70. musicPlayerInstance = std::make_unique<CMusicHandler>();
  71. sound().setVolume((ui32)settings["general"]["sound"].Float());
  72. music().setVolume((ui32)settings["general"]["music"].Float());
  73. cursorHandlerInstance = std::make_unique<CursorHandler>();
  74. }
  75. void GameEngine::handleEvents()
  76. {
  77. events().dispatchTimer(framerate().getElapsedMilliseconds());
  78. //player interface may want special event handling
  79. if(GAME->interface() && GAME->interface()->capturedAllEvents())
  80. return;
  81. input().processEvents();
  82. }
  83. void GameEngine::fakeMouseMove()
  84. {
  85. dispatchMainThread([](){
  86. ENGINE->events().dispatchMouseMoved(Point(0, 0), ENGINE->getCursorPosition());
  87. });
  88. }
  89. void GameEngine::renderFrame()
  90. {
  91. {
  92. boost::mutex::scoped_lock interfaceLock(ENGINE->interfaceMutex);
  93. if (nullptr != curInt)
  94. curInt->update();
  95. if (settings["video"]["showfps"].Bool())
  96. drawFPSCounter();
  97. screenHandlerInstance->updateScreenTexture();
  98. windows().onFrameRendered();
  99. ENGINE->cursor().update();
  100. }
  101. screenHandlerInstance->presentScreenTexture();
  102. framerate().framerateDelay(); // holds a constant FPS
  103. }
  104. GameEngine::GameEngine()
  105. : captureChildren(false)
  106. , curInt(nullptr)
  107. , fakeStatusBar(std::make_shared<EmptyStatusBar>())
  108. {
  109. }
  110. GameEngine::~GameEngine()
  111. {
  112. // enforce deletion order on shutdown
  113. // all UI elements including adventure map must be destroyed before Gui Handler
  114. // proper solution would be removal of adventureInt global
  115. adventureInt.reset();
  116. }
  117. ShortcutHandler & GameEngine::shortcuts()
  118. {
  119. assert(shortcutsHandlerInstance);
  120. return *shortcutsHandlerInstance;
  121. }
  122. FramerateManager & GameEngine::framerate()
  123. {
  124. assert(framerateManagerInstance);
  125. return *framerateManagerInstance;
  126. }
  127. bool GameEngine::isKeyboardCtrlDown() const
  128. {
  129. return inputHandlerInstance->isKeyboardCtrlDown();
  130. }
  131. bool GameEngine::isKeyboardCmdDown() const
  132. {
  133. return inputHandlerInstance->isKeyboardCmdDown();
  134. }
  135. bool GameEngine::isKeyboardAltDown() const
  136. {
  137. return inputHandlerInstance->isKeyboardAltDown();
  138. }
  139. bool GameEngine::isKeyboardShiftDown() const
  140. {
  141. return inputHandlerInstance->isKeyboardShiftDown();
  142. }
  143. const Point & GameEngine::getCursorPosition() const
  144. {
  145. return inputHandlerInstance->getCursorPosition();
  146. }
  147. Point GameEngine::screenDimensions() const
  148. {
  149. return screenHandlerInstance->getLogicalResolution();
  150. }
  151. void GameEngine::drawFPSCounter()
  152. {
  153. Canvas target = screenHandler().getScreenCanvas();
  154. Rect targetArea(0, screenDimensions().y - 20, 48, 11);
  155. std::string fps = std::to_string(framerate().getFramerate())+" FPS";
  156. target.drawColor(targetArea, ColorRGBA(10, 10, 10));
  157. target.drawText(targetArea.center(), EFonts::FONT_SMALL, Colors::WHITE, ETextAlignment::CENTER, fps);
  158. }
  159. bool GameEngine::amIGuiThread()
  160. {
  161. return inGuiThread;
  162. }
  163. void GameEngine::dispatchMainThread(const std::function<void()> & functor)
  164. {
  165. inputHandlerInstance->dispatchMainThread(functor);
  166. }
  167. IScreenHandler & GameEngine::screenHandler()
  168. {
  169. return *screenHandlerInstance;
  170. }
  171. IRenderHandler & GameEngine::renderHandler()
  172. {
  173. return *renderHandlerInstance;
  174. }
  175. EventDispatcher & GameEngine::events()
  176. {
  177. return *eventDispatcherInstance;
  178. }
  179. InputHandler & GameEngine::input()
  180. {
  181. return *inputHandlerInstance;
  182. }
  183. WindowHandler & GameEngine::windows()
  184. {
  185. assert(windowHandlerInstance);
  186. return *windowHandlerInstance;
  187. }
  188. std::shared_ptr<IStatusBar> GameEngine::statusbar()
  189. {
  190. auto locked = currentStatusBar.lock();
  191. if (!locked)
  192. return fakeStatusBar;
  193. return locked;
  194. }
  195. void GameEngine::setStatusbar(std::shared_ptr<IStatusBar> newStatusBar)
  196. {
  197. currentStatusBar = newStatusBar;
  198. }
  199. void GameEngine::onScreenResize(bool resolutionChanged)
  200. {
  201. if(resolutionChanged)
  202. screenHandler().onScreenResize();
  203. windows().onScreenResize();
  204. ENGINE->cursor().onScreenResize();
  205. }