GameEngine.cpp 6.1 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 "adventureMap/AdventureMapInterface.h"
  24. #include "render/Canvas.h"
  25. #include "render/Colors.h"
  26. #include "render/IFont.h"
  27. #include "render/EFont.h"
  28. #include "renderSDL/ScreenHandler.h"
  29. #include "renderSDL/RenderHandler.h"
  30. #include "GameEngineUser.h"
  31. #include "battle/BattleInterface.h"
  32. #include "../lib/AsyncRunner.h"
  33. #include "../lib/CConfigHandler.h"
  34. #include <SDL_render.h>
  35. std::unique_ptr<GameEngine> ENGINE;
  36. static thread_local bool inGuiThread = false;
  37. ObjectConstruction::ObjectConstruction(CIntObject *obj)
  38. {
  39. ENGINE->createdObj.push_front(obj);
  40. ENGINE->captureChildren = true;
  41. }
  42. ObjectConstruction::~ObjectConstruction()
  43. {
  44. assert(!ENGINE->createdObj.empty());
  45. ENGINE->createdObj.pop_front();
  46. ENGINE->captureChildren = !ENGINE->createdObj.empty();
  47. }
  48. GameEngine::GameEngine()
  49. : captureChildren(false)
  50. , fakeStatusBar(std::make_shared<EmptyStatusBar>())
  51. {
  52. inGuiThread = true;
  53. eventDispatcherInstance = std::make_unique<EventDispatcher>();
  54. windowHandlerInstance = std::make_unique<WindowHandler>();
  55. screenHandlerInstance = std::make_unique<ScreenHandler>();
  56. renderHandlerInstance = std::make_unique<RenderHandler>();
  57. shortcutsHandlerInstance = std::make_unique<ShortcutHandler>();
  58. inputHandlerInstance = std::make_unique<InputHandler>(); // Must be after windowHandlerInstance and shortcutsHandlerInstance
  59. framerateManagerInstance = std::make_unique<FramerateManager>(settings["video"]["targetfps"].Integer());
  60. #ifndef ENABLE_VIDEO
  61. videoPlayerInstance = std::make_unique<CEmptyVideoPlayer>();
  62. #else
  63. if (settings["session"]["disableVideo"].Bool())
  64. videoPlayerInstance = std::make_unique<CEmptyVideoPlayer>();
  65. else
  66. videoPlayerInstance = std::make_unique<CVideoPlayer>();
  67. #endif
  68. soundPlayerInstance = std::make_unique<CSoundHandler>();
  69. musicPlayerInstance = std::make_unique<CMusicHandler>();
  70. sound().setVolume(settings["general"]["sound"].Integer());
  71. music().setVolume(settings["general"]["music"].Integer());
  72. cursorHandlerInstance = std::make_unique<CursorHandler>();
  73. asyncTasks = std::make_unique<AsyncRunner>();
  74. }
  75. void GameEngine::handleEvents()
  76. {
  77. events().dispatchTimer(framerate().getElapsedMilliseconds());
  78. //player interface may want special event handling
  79. if(engineUser->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. [[noreturn]] void GameEngine::mainLoop()
  90. {
  91. for (;;)
  92. {
  93. input().fetchEvents();
  94. updateFrame();
  95. screenHandlerInstance->presentScreenTexture();
  96. framerate().framerateDelay(); // holds a constant FPS
  97. }
  98. }
  99. void GameEngine::updateFrame()
  100. {
  101. std::scoped_lock interfaceLock(ENGINE->interfaceMutex);
  102. engineUser->onUpdate();
  103. handleEvents();
  104. windows().simpleRedraw();
  105. if (settings["video"]["showfps"].Bool())
  106. drawFPSCounter();
  107. screenHandlerInstance->updateScreenTexture();
  108. windows().onFrameRendered();
  109. ENGINE->cursor().update();
  110. }
  111. GameEngine::~GameEngine()
  112. {
  113. // enforce deletion order on shutdown
  114. // all UI elements including adventure map must be destroyed before Gui Handler
  115. // proper solution would be removal of adventureInt global
  116. adventureInt.reset();
  117. }
  118. ShortcutHandler & GameEngine::shortcuts()
  119. {
  120. assert(shortcutsHandlerInstance);
  121. return *shortcutsHandlerInstance;
  122. }
  123. FramerateManager & GameEngine::framerate()
  124. {
  125. assert(framerateManagerInstance);
  126. return *framerateManagerInstance;
  127. }
  128. bool GameEngine::isKeyboardCtrlDown() const
  129. {
  130. return inputHandlerInstance->isKeyboardCtrlDown();
  131. }
  132. bool GameEngine::isKeyboardCmdDown() const
  133. {
  134. return inputHandlerInstance->isKeyboardCmdDown();
  135. }
  136. bool GameEngine::isKeyboardAltDown() const
  137. {
  138. return inputHandlerInstance->isKeyboardAltDown();
  139. }
  140. bool GameEngine::isKeyboardShiftDown() const
  141. {
  142. return inputHandlerInstance->isKeyboardShiftDown();
  143. }
  144. const Point & GameEngine::getCursorPosition() const
  145. {
  146. return inputHandlerInstance->getCursorPosition();
  147. }
  148. Point GameEngine::screenDimensions() const
  149. {
  150. return screenHandlerInstance->getLogicalResolution();
  151. }
  152. void GameEngine::drawFPSCounter()
  153. {
  154. Canvas target = screenHandler().getScreenCanvas();
  155. Rect targetArea(0, screenDimensions().y - 20, 48, 11);
  156. std::string fps = std::to_string(framerate().getFramerate())+" FPS";
  157. target.drawColor(targetArea, ColorRGBA(10, 10, 10));
  158. target.drawText(targetArea.center(), EFonts::FONT_SMALL, Colors::WHITE, ETextAlignment::CENTER, fps);
  159. }
  160. bool GameEngine::amIGuiThread()
  161. {
  162. return inGuiThread;
  163. }
  164. void GameEngine::dispatchMainThread(const std::function<void()> & functor)
  165. {
  166. inputHandlerInstance->dispatchMainThread(functor);
  167. }
  168. IScreenHandler & GameEngine::screenHandler()
  169. {
  170. return *screenHandlerInstance;
  171. }
  172. IRenderHandler & GameEngine::renderHandler()
  173. {
  174. return *renderHandlerInstance;
  175. }
  176. EventDispatcher & GameEngine::events()
  177. {
  178. return *eventDispatcherInstance;
  179. }
  180. InputHandler & GameEngine::input()
  181. {
  182. return *inputHandlerInstance;
  183. }
  184. WindowHandler & GameEngine::windows()
  185. {
  186. assert(windowHandlerInstance);
  187. return *windowHandlerInstance;
  188. }
  189. std::shared_ptr<IStatusBar> GameEngine::statusbar()
  190. {
  191. auto locked = currentStatusBar.lock();
  192. if (!locked)
  193. return fakeStatusBar;
  194. return locked;
  195. }
  196. void GameEngine::setStatusbar(const std::shared_ptr<IStatusBar> & newStatusBar)
  197. {
  198. currentStatusBar = newStatusBar;
  199. }
  200. void GameEngine::onScreenResize(bool resolutionChanged)
  201. {
  202. if(resolutionChanged)
  203. screenHandler().onScreenResize();
  204. windows().onScreenResize();
  205. ENGINE->cursor().onScreenResize();
  206. }
  207. void GameEngine::setEngineUser(IGameEngineUser * user)
  208. {
  209. engineUser = user;
  210. }