GameEngine.h 4.5 KB

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  1. /*
  2. * GameEngine.h, 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. #pragma once
  11. VCMI_LIB_NAMESPACE_BEGIN
  12. class Point;
  13. class AsyncRunner;
  14. class Rect;
  15. VCMI_LIB_NAMESPACE_END
  16. enum class MouseButton;
  17. class ShortcutHandler;
  18. class FramerateManager;
  19. class IStatusBar;
  20. class CIntObject;
  21. class IGameEngineUser;
  22. class IRenderHandler;
  23. class IScreenHandler;
  24. class WindowHandler;
  25. class EventDispatcher;
  26. class InputHandler;
  27. class ISoundPlayer;
  28. class IMusicPlayer;
  29. class CursorHandler;
  30. class IVideoPlayer;
  31. class GameEngine
  32. {
  33. private:
  34. /// Fake no-op version status bar, for use in windows that have no status bar
  35. std::shared_ptr<IStatusBar> fakeStatusBar;
  36. /// Status bar of current window, if any. Uses weak_ptr to allow potential hanging reference after owned window has been deleted
  37. std::weak_ptr<IStatusBar> currentStatusBar;
  38. std::unique_ptr<ShortcutHandler> shortcutsHandlerInstance;
  39. std::unique_ptr<WindowHandler> windowHandlerInstance;
  40. std::unique_ptr<IScreenHandler> screenHandlerInstance;
  41. std::unique_ptr<IRenderHandler> renderHandlerInstance;
  42. std::unique_ptr<FramerateManager> framerateManagerInstance;
  43. std::unique_ptr<EventDispatcher> eventDispatcherInstance;
  44. std::unique_ptr<InputHandler> inputHandlerInstance;
  45. std::unique_ptr<ISoundPlayer> soundPlayerInstance;
  46. std::unique_ptr<IMusicPlayer> musicPlayerInstance;
  47. std::unique_ptr<CursorHandler> cursorHandlerInstance;
  48. std::unique_ptr<IVideoPlayer> videoPlayerInstance;
  49. std::unique_ptr<AsyncRunner> asyncTasks;
  50. IGameEngineUser *engineUser = nullptr;
  51. int maxPerformanceOverlayTextWidth = 0;
  52. void updateFrame();
  53. void handleEvents(); //takes events from queue and calls interested objects
  54. void drawPerformanceOverlay(); // draws box with additional infos (e.g. fps)
  55. public:
  56. std::mutex interfaceMutex;
  57. /// returns current position of mouse cursor, relative to vcmi window
  58. const Point & getCursorPosition() const;
  59. ShortcutHandler & shortcuts();
  60. FramerateManager & framerate();
  61. EventDispatcher & events();
  62. InputHandler & input();
  63. AsyncRunner & async() { return *asyncTasks; }
  64. IGameEngineUser & user() { return *engineUser; }
  65. ISoundPlayer & sound() { return *soundPlayerInstance; }
  66. IMusicPlayer & music() { return *musicPlayerInstance; }
  67. CursorHandler & cursor() { return *cursorHandlerInstance; }
  68. IVideoPlayer & video() { return *videoPlayerInstance; }
  69. /// Returns current logical screen dimensions
  70. /// May not match size of window if user has UI scaling different from 100%
  71. Point screenDimensions() const;
  72. /// returns true if Alt is currently pressed down
  73. bool isKeyboardAltDown() const;
  74. /// returns true if Ctrl is currently pressed down
  75. /// on Apple system, this also tests for Cmd key
  76. /// For use with keyboard-based events
  77. bool isKeyboardCtrlDown() const;
  78. /// on Apple systems, returns true if Cmd key is pressed
  79. /// on other systems, returns true if Ctrl is pressed
  80. /// /// For use with mouse-based events
  81. bool isKeyboardCmdDown() const;
  82. /// returns true if Shift is currently pressed down
  83. bool isKeyboardShiftDown() const;
  84. IScreenHandler & screenHandler();
  85. IRenderHandler & renderHandler();
  86. WindowHandler & windows();
  87. /// Returns currently active status bar. Guaranteed to be non-null
  88. std::shared_ptr<IStatusBar> statusbar();
  89. /// Set currently active status bar
  90. void setStatusbar(const std::shared_ptr<IStatusBar> &);
  91. /// Sets engine user that is used as target of callback for events received by engine
  92. void setEngineUser(IGameEngineUser * user);
  93. bool captureChildren; //all newly created objects will get their parents from stack and will be added to parents children list
  94. std::list<CIntObject *> createdObj; //stack of objs being created
  95. GameEngine();
  96. ~GameEngine();
  97. /// Performs main game loop till game shutdown
  98. /// This method never returns, to abort main loop throw GameShutdownException
  99. [[noreturn]] void mainLoop();
  100. /// called whenever SDL_WINDOWEVENT_RESTORED is reported or the user selects a different resolution, requiring to center/resize all windows
  101. void onScreenResize(bool resolutionChanged, bool windowResized);
  102. /// Simulate mouse movement to force refresh UI state that updates on mouse move
  103. void fakeMouseMove();
  104. /// Returns true for calls made from main (GUI) thread, false othervice
  105. bool amIGuiThread();
  106. /// Calls provided functor in main thread on next execution frame
  107. void dispatchMainThread(const std::function<void()> & functor);
  108. };
  109. extern std::unique_ptr<GameEngine> ENGINE; //global gui handler