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- /*
- * 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;
- int maxPerformanceOverlayTextWidth = 0;
- void updateFrame();
- void handleEvents(); //takes events from queue and calls interested objects
- void drawPerformanceOverlay(); // draws box with additional infos (e.g. fps)
- 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, bool windowResized);
- /// 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
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