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 "battle/BattleInterface.h"
  34. #include "../lib/CThreadHelper.h"
  35. #include "../lib/CConfigHandler.h"
  36. #include <SDL_render.h>
  37. std::unique_ptr<GameEngine> ENGINE;
  38. static thread_local bool inGuiThread = false;
  39. ObjectConstruction::ObjectConstruction(CIntObject *obj)
  40. {
  41. ENGINE->createdObj.push_front(obj);
  42. ENGINE->captureChildren = true;
  43. }
  44. ObjectConstruction::~ObjectConstruction()
  45. {
  46. assert(!ENGINE->createdObj.empty());
  47. ENGINE->createdObj.pop_front();
  48. ENGINE->captureChildren = !ENGINE->createdObj.empty();
  49. }
  50. void GameEngine::init()
  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((ui32)settings["general"]["sound"].Float());
  71. music().setVolume((ui32)settings["general"]["music"].Float());
  72. cursorHandlerInstance = std::make_unique<CursorHandler>();
  73. }
  74. void GameEngine::handleEvents()
  75. {
  76. events().dispatchTimer(framerate().getElapsedMilliseconds());
  77. //player interface may want special event handling
  78. if(nullptr != LOCPLINT && LOCPLINT->capturedAllEvents())
  79. return;
  80. input().processEvents();
  81. }
  82. void GameEngine::fakeMouseMove()
  83. {
  84. dispatchMainThread([](){
  85. ENGINE->events().dispatchMouseMoved(Point(0, 0), ENGINE->getCursorPosition());
  86. });
  87. }
  88. void GameEngine::renderFrame()
  89. {
  90. {
  91. boost::mutex::scoped_lock interfaceLock(ENGINE->interfaceMutex);
  92. if (nullptr != curInt)
  93. curInt->update();
  94. if (settings["video"]["showfps"].Bool())
  95. drawFPSCounter();
  96. screenHandlerInstance->updateScreenTexture();
  97. windows().onFrameRendered();
  98. ENGINE->cursor().update();
  99. }
  100. screenHandlerInstance->presentScreenTexture();
  101. framerate().framerateDelay(); // holds a constant FPS
  102. }
  103. GameEngine::GameEngine()
  104. : captureChildren(false)
  105. , curInt(nullptr)
  106. , fakeStatusBar(std::make_shared<EmptyStatusBar>())
  107. {
  108. }
  109. GameEngine::~GameEngine()
  110. {
  111. // enforce deletion order on shutdown
  112. // all UI elements including adventure map must be destroyed before Gui Handler
  113. // proper solution would be removal of adventureInt global
  114. adventureInt.reset();
  115. }
  116. ShortcutHandler & GameEngine::shortcuts()
  117. {
  118. assert(shortcutsHandlerInstance);
  119. return *shortcutsHandlerInstance;
  120. }
  121. FramerateManager & GameEngine::framerate()
  122. {
  123. assert(framerateManagerInstance);
  124. return *framerateManagerInstance;
  125. }
  126. bool GameEngine::isKeyboardCtrlDown() const
  127. {
  128. return inputHandlerInstance->isKeyboardCtrlDown();
  129. }
  130. bool GameEngine::isKeyboardCmdDown() const
  131. {
  132. return inputHandlerInstance->isKeyboardCmdDown();
  133. }
  134. bool GameEngine::isKeyboardAltDown() const
  135. {
  136. return inputHandlerInstance->isKeyboardAltDown();
  137. }
  138. bool GameEngine::isKeyboardShiftDown() const
  139. {
  140. return inputHandlerInstance->isKeyboardShiftDown();
  141. }
  142. const Point & GameEngine::getCursorPosition() const
  143. {
  144. return inputHandlerInstance->getCursorPosition();
  145. }
  146. Point GameEngine::screenDimensions() const
  147. {
  148. return screenHandlerInstance->getLogicalResolution();
  149. }
  150. void GameEngine::drawFPSCounter()
  151. {
  152. Canvas target = screenHandler().getScreenCanvas();
  153. Rect targetArea(0, screenDimensions().y - 20, 48, 11);
  154. std::string fps = std::to_string(framerate().getFramerate())+" FPS";
  155. target.drawColor(targetArea, ColorRGBA(10, 10, 10));
  156. target.drawText(targetArea.center(), EFonts::FONT_SMALL, Colors::WHITE, ETextAlignment::CENTER, fps);
  157. }
  158. bool GameEngine::amIGuiThread()
  159. {
  160. return inGuiThread;
  161. }
  162. void GameEngine::dispatchMainThread(const std::function<void()> & functor)
  163. {
  164. inputHandlerInstance->dispatchMainThread(functor);
  165. }
  166. IScreenHandler & GameEngine::screenHandler()
  167. {
  168. return *screenHandlerInstance;
  169. }
  170. IRenderHandler & GameEngine::renderHandler()
  171. {
  172. return *renderHandlerInstance;
  173. }
  174. EventDispatcher & GameEngine::events()
  175. {
  176. return *eventDispatcherInstance;
  177. }
  178. InputHandler & GameEngine::input()
  179. {
  180. return *inputHandlerInstance;
  181. }
  182. WindowHandler & GameEngine::windows()
  183. {
  184. assert(windowHandlerInstance);
  185. return *windowHandlerInstance;
  186. }
  187. std::shared_ptr<IStatusBar> GameEngine::statusbar()
  188. {
  189. auto locked = currentStatusBar.lock();
  190. if (!locked)
  191. return fakeStatusBar;
  192. return locked;
  193. }
  194. void GameEngine::setStatusbar(std::shared_ptr<IStatusBar> newStatusBar)
  195. {
  196. currentStatusBar = newStatusBar;
  197. }
  198. void GameEngine::onScreenResize(bool resolutionChanged)
  199. {
  200. if(resolutionChanged)
  201. screenHandler().onScreenResize();
  202. windows().onScreenResize();
  203. ENGINE->cursor().onScreenResize();
  204. }