Begin work on converting to the new class naming scheme and the new prism namespace
This commit is contained in:
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2552398aff
commit
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15 changed files with 429 additions and 421 deletions
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@ -1,34 +1,37 @@
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#pragma once
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class Engine;
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class GFXCommandBuffer;
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/// The base class for any Prism application.
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class App {
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public:
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/// Called when a render context is available.
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virtual void initialize_render() {}
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namespace prism {
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class Engine;
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/// Called when the engine is about to quit. Should be overriden if an app needs to save data before qutting.
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virtual void prepare_quit() {}
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/// Called to check whether or not an app should intervene quitting.
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virtual bool should_quit() {
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return true;
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}
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/// The base class for any Prism application.
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class app {
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public:
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/// Called when a render context is available.
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virtual void initialize_render() {}
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/// Called when a engine starts a new frame. Typically used for inserting new imgui windows.
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virtual void begin_frame() {}
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/** Called during the engine's update cycle.
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@param delta_time Delta time in milliseconds.
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*/
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virtual void update([[maybe_unused]] const float delta_time) {}
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/// Called when the engine is about to quit. Should be overriden if an app needs to save data before qutting.
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virtual void prepare_quit() {}
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virtual void render([[maybe_unused]] GFXCommandBuffer* command_buffer) {}
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/// Called to check whether or not an app should intervene quitting.
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virtual bool should_quit() {
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return true;
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}
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virtual bool wants_no_scene_rendering() { return false; }
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};
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/// Called when a engine starts a new frame. Typically used for inserting new imgui windows.
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virtual void begin_frame() {}
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/// This is an app's equivalent main(). You can check command line arguments through Engine::comand_line_arguments.
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void app_main(Engine* engine);
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/** Called during the engine's update cycle.
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@param delta_time Delta time in milliseconds.
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*/
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virtual void update([[maybe_unused]] const float delta_time) {}
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virtual void render([[maybe_unused]] GFXCommandBuffer* command_buffer) {}
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virtual bool wants_no_scene_rendering() { return false; }
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};
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}
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/// This is an app's equivalent of main(). You can check command line arguments through Engine::command_line_arguments.
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void app_main(prism::Engine* engine);
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@ -15,7 +15,6 @@ namespace ui {
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class Screen;
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}
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class App;
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class Scene;
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class Input;
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class Renderer;
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@ -24,368 +23,372 @@ class Physics;
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class ImGuiLayer;
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struct Timer;
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struct AnimationTarget {
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float current_time = 0.0f;
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float animation_speed_modifier = 1.0f;
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bool looping = false;
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namespace prism {
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class app;
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Object target;
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Animation animation;
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};
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struct AnimationTarget {
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float current_time = 0.0f;
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float animation_speed_modifier = 1.0f;
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bool looping = false;
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/// An object that contains glue between App and systems such as the Renderer.
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class Engine {
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public:
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/**
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Constructs an Engine with command line arguments. Can be accessed later from command_line_arguments.
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@param argc Numer of arguments. Can be null.
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@param argv Array of strings containing arguments. Can be null.
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*/
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Engine(const int argc, char* argv[]);
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Engine(const Engine& other) = delete;
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Engine(Engine&& other) = delete;
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~Engine();
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/// Command line arguments, can be empty.
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std::vector<std::string_view> command_line_arguments;
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/** Sets the app object.
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@param app The app object to set. Must not be null.
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*/
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void set_app(App* app);
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/** Gets the current app object
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@return The current app object. Can be null.
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*/
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App* get_app() const;
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/** Call to begin the next frame.
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@param delta_time Delta time in seconds.
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*/
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void begin_frame(const float delta_time);
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/** Call to start updating the current frame.
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@param delta_time Delta time in seconds.
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*/
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void update(const float delta_time);
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/** Call to begin rendering for a window.
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@param index The index of the window to begin rendering for.
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*/
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void render(const int index);
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void end_frame();
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/// Pause updating.
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void pause();
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/// Resume updating.
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void unpause();
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/** Query the current pause state.
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@return Whether or not the engine is currently paused.
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*/
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bool is_paused() const;
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/// Request to begin quitting immediately. This is not forced, and can be canceled by the user, platform, or app.
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void quit();
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/// Call right before the platform is about to quit the application, and requests the app or other systems to save work.
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void prepare_quit();
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/// Query whether or not the engine is in the process of quitting.
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bool is_quitting() const;
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/** Set the GFX api to use.
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@param gfx The GFX object to use. Must not be null.
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*/
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void set_gfx(GFX* gfx);
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/** Get the current GFX api.
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@return The current GFX api. Can be null.
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*/
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GFX* get_gfx();
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/** Get the input system.
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@return Instance of the input system. Will not be null.
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*/
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Input* get_input();
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/** Get the renderer for a window.
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@param index Index of the window. Default is 0.
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@return Instance of the renderer. Will not be null.
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*/
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Renderer* get_renderer();
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/** Get the physics system.
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@return Instance of the physics system. Will not be null.
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*/
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Physics* get_physics();
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/// Creates an empty scene with no path. This will change the current scene.
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void create_empty_scene();
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/** Load a scene from disk. This will change the current scene if successful.
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@param path The scene file path.
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@return Returns a instance of the scene is successful, and nullptr on failure.
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*/
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Scene* load_scene(const file::Path path);
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/** Save the current scene to disk.
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@param path The absolute file path.
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*/
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void save_scene(const std::string_view path);
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/** Load a UI screen from disk. This will not change the current screen.
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@param path The screen file path.
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@return Returns a instance of the screen if successful, and nullptr on failure.
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*/
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ui::Screen* load_screen(const file::Path path);
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/** Set the current screen.
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@param screen The screen object to set as current. Can be null.
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*/
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void set_screen(ui::Screen* screen);
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/** Gets the current screen.
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@return The current screen. Can be null.
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*/
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ui::Screen* get_screen() const;
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/** Load a prefab from disk.
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@param scene The scene to add the prefab to.
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@param path The prefab file path.
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@param override_name If not empty, the root object's new name. Defaulted to a empty string.
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*/
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Object add_prefab(Scene& scene, const file::Path path, const std::string_view override_name = "");
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/** Save a tree of objects as a prefab to disk.
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@param root The parent object to save as a prefab.
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@param path The absolue file path.
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*/
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void save_prefab(const Object root, const std::string_view path);
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/** Deserializes a animation channel from JSON.
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@param j The animation channel json to deserialize.
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@return An animation channel.
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*/
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AnimationChannel load_animation(nlohmann::json j);
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/** Load an animation from disk.
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@param path The animation file path.
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@return An animation.
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*/
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Animation load_animation(const file::Path path);
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/** Load a cutscene from disk. This changes the current cutscene.
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@param path The cutscene file path.
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*/
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void load_cutscene(const file::Path path);
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/** Saves the current cutscene to disk.
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@param path The absolute file path.
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*/
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void save_cutscene(const std::string_view path);
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/** Adds the window for engine management.
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@param native_handle The platform's native handle to it's window equivalent.
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@param identifier The identifier of the new window.
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@param extent The extent of the window.
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*/
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void add_window(void* native_handle, const int identifier, const prism::Extent extent);
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/** Removes the window from engine management. Should be called before the window is actually closed.
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@param identifier The identifier of the window to remove.
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*/
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void remove_window(const int identifier);
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/** Called when the window has changed size.
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@param identifier The window that has been resized.
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@param extent The new extent of the window.
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*/
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void resize(const int identifier, const prism::Extent extent);
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/** Called when a key has been pressed.
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@param keyCode A platform-specific key code.
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@note Use platform::get_keycode to get a InputButton equivalent if needed.
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@note This function is only intended for debug purposes and all production code should be using the Input system instead.
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*/
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void process_key_down(const unsigned int keyCode);
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/** Called when a key has been released.
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@param keyCode A platform-specific key code.
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@note Use platform::get_keycode to get a InputButton equivalent if needed.
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@note This function is only intended for debug purposes and all production code should be using the Input system instead.
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*/
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void process_key_up(const unsigned int keyCode);
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/** Called when a mouse button has been clicked..
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@param button The mouse button.
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@param offset The mouse position relative to the window where the click occured.
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@note This function is only intended for debug purposes and all production code should be using the Input system instead.
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*/
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void process_mouse_down(const int button, const prism::Offset offset);
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/** Pushes a UI event for the current screen. Does nothing if there is no screen set.
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@param name The name of the event.
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@param data Data for the event. Defaulted to an empty string.
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*/
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void push_event(const std::string_view name, const std::string_view data = "");
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/** Load a localization file from disk. This will change the current localization.
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@param path The localization file path.
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*/
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void load_localization(const std::string_view path);
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/** Queries whether or not the current localization loaded has a key.
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@param id The key to query.
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@return Whether or not the locale has the key specified.
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@note Having no localization loaded will always return false.
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*/
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bool has_localization(const std::string_view id) const;
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/** Localizes a string.
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@param id The locale key to use.
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@return A localized string if the key is found, or an empty string if not found.
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@note Having no localization loaded will always return a empty string.
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*/
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std::string localize(const std::string id);
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/** Adds a timer to the list of timers.
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@param timer The timer to add.
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@note The timer instance is passed by reference. Use this to keep track of your timers without having to query it's state back.
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*/
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void add_timer(Timer& timer);
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/** Gets the current scene.
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@return The current scene if set, or nullptr if there isn't one.
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*/
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Scene* get_scene();
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/** Get a scene by path. This does not change the current scene.
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@param name The path to the scene file.
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@return Returns a scene if it was previously loaded and found, or nullptr on failure.
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*/
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Scene* get_scene(const std::string_view name);
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/** Set the current scene.
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@param scene The scene to set. Can be null.
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*/
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void set_current_scene(Scene* scene);
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/** Get the current scene's path.
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@return If a scene is loaded, the path to the scene. Can be an empty string if there is no scene loaded, or if it's an empty scene.
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*/
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std::string_view get_scene_path() const;
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/** Updates the Transform hierarchy for a scene.
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@param scene The scene to update.
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*/
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void update_scene(Scene& scene);
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/// The current cutscene.
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std::unique_ptr<Cutscene> cutscene;
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/// The current time in seconds for cutscene playback.
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float current_cutscene_time = 0.0f;
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/// The cutscene playback state.
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bool play_cutscene = false;
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/** Start playback of an animation.
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@param animation The animation to play.
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@param object The animation's target.
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@param looping Whether or not the animation should loop or be discarded when finished. Default is false.
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*/
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void play_animation(const Animation animation, const Object target, const bool looping = false);
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/** Sets the animation speed of an object.
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@param target The object you want to change the animation speed of.
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@param modifier The speed to play the object's animations at. A modifier of 2.0 would be 2x the speed, and 0.5 would be 1/2x the speed.
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*/
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void set_animation_speed_modifier(const Object target, const float modifier);
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/** Stops all animation for an object.
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@param target The object you want the animations to stop for.
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*/
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void stop_animation(const Object target);
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/// If there is a render context available. If this is false, avoid doing any GFX or Renderer work as it could crash or cause undefined behavior.
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bool render_ready = false;
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/// If physics should upate. This is a control indepentent of the pause state.
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bool update_physics = true;
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#if defined(PLATFORM_TVOS) || defined(PLATFORM_IOS) || defined(PLATFORM_WINDOWS) || defined(PLATFORM_LINUX)
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bool debug_enabled = true;
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#else
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bool debug_enabled = false;
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#endif
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private:
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void setup_scene(Scene& scene);
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void on_remove(Object object);
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bool _paused = false;
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ui::Screen* _current_screen = nullptr;
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Scene* _current_scene = nullptr;
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std::vector<std::unique_ptr<Scene>> _scenes;
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std::map<std::string, Scene*> _path_to_scene;
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struct Window {
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int identifier = -1;
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prism::Extent extent;
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bool quitRequested = false;
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RenderTarget* render_target = nullptr;
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Object target = NullObject;
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Animation animation;
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};
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std::vector<Window*> _windows;
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/// The glue between app and systems such as the Renderer.
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class Engine {
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public:
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/**
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Constructs an Engine with command line arguments. Can be accessed later from command_line_arguments.
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Window* get_window(const int identifier) {
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for(auto& window : _windows) {
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if(window->identifier == identifier)
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return window;
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@param argc Numer of arguments. Can be null.
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@param argv Array of strings containing arguments. Can be null.
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*/
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Engine(int argc, char* argv[]);
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Engine(const Engine& other) = delete;
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Engine(Engine&& other) = delete;
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~Engine();
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/// Command line arguments, can be empty.
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std::vector<std::string_view> command_line_arguments;
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/** Sets the app object.
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@param app The app object to set. Must not be null.
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*/
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void set_app(app* app);
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/** Gets the current app object
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@return The current app object. Can be null.
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*/
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[[nodiscard]] app* get_app() const;
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/** Call to begin the next frame.
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@param delta_time Delta time in seconds.
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*/
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void begin_frame(float delta_time);
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/** Call to start updating the current frame.
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@param delta_time Delta time in seconds.
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*/
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void update(float delta_time);
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/** Call to begin rendering for a window.
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@param index The index of the window to begin rendering for.
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*/
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void render(int index);
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void end_frame();
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/// Pause updating.
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void pause();
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/// Resume updating.
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void unpause();
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/** Query the current pause state.
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@return Whether or not the engine is currently paused.
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*/
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[[nodiscard]] bool is_paused() const;
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/// Request to begin quitting immediately. This is not forced, and can be canceled by the user, platform, or app.
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void quit();
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/// Call right before the platform is about to quit the application, and requests the app or other systems to save work.
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void prepare_quit();
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/// Query whether or not the engine is in the process of quitting.
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[[nodiscard]] bool is_quitting() const;
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/** Set the GFX api to use.
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@param gfx The GFX object to use. Must not be null.
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*/
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void set_gfx(GFX* gfx);
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/** Get the current GFX api.
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@return The current GFX api. Can be null.
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*/
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GFX* get_gfx();
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/** Get the input system.
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@return Instance of the input system. Will not be null.
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*/
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Input* get_input();
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/** Get the renderer for a window.
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@param index Index of the window. Default is 0.
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@return Instance of the renderer. Will not be null.
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*/
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Renderer* get_renderer();
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/** Get the physics system.
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@return Instance of the physics system. Will not be null.
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*/
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Physics* get_physics();
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/// Creates an empty scene with no path. This will change the current scene.
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void create_empty_scene();
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/** Load a scene from disk. This will change the current scene if successful.
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@param path The scene file path.
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@return Returns a instance of the scene is successful, and nullptr on failure.
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*/
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Scene* load_scene(file::Path path);
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/** Save the current scene to disk.
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@param path The absolute file path.
|
||||
*/
|
||||
void save_scene(std::string_view path);
|
||||
|
||||
/** Load a UI screen from disk. This will not change the current screen.
|
||||
@param path The screen file path.
|
||||
@return Returns a instance of the screen if successful, and nullptr on failure.
|
||||
*/
|
||||
ui::Screen* load_screen(file::Path path);
|
||||
|
||||
/** Set the current screen.
|
||||
@param screen The screen object to set as current. Can be null.
|
||||
*/
|
||||
void set_screen(ui::Screen* screen);
|
||||
|
||||
/** Gets the current screen.
|
||||
@return The current screen. Can be null.
|
||||
*/
|
||||
[[nodiscard]] ui::Screen* get_screen() const;
|
||||
|
||||
/** Load a prefab from disk.
|
||||
@param scene The scene to add the prefab to.
|
||||
@param path The prefab file path.
|
||||
@param override_name If not empty, the root object's new name. Defaulted to a empty string.
|
||||
*/
|
||||
Object add_prefab(Scene& scene, file::Path path, std::string_view override_name = "");
|
||||
|
||||
/** Save a tree of objects as a prefab to disk.
|
||||
@param root The parent object to save as a prefab.
|
||||
@param path The absolue file path.
|
||||
*/
|
||||
void save_prefab(Object root, std::string_view path);
|
||||
|
||||
/** Deserializes a animation channel from JSON.
|
||||
@param j The animation channel json to deserialize.
|
||||
@return An animation channel.
|
||||
*/
|
||||
AnimationChannel load_animation(nlohmann::json j);
|
||||
|
||||
/** Load an animation from disk.
|
||||
@param path The animation file path.
|
||||
@return An animation.
|
||||
*/
|
||||
Animation load_animation(file::Path path);
|
||||
|
||||
/** Load a cutscene from disk. This changes the current cutscene.
|
||||
@param path The cutscene file path.
|
||||
*/
|
||||
void load_cutscene(file::Path path);
|
||||
|
||||
/** Saves the current cutscene to disk.
|
||||
@param path The absolute file path.
|
||||
*/
|
||||
void save_cutscene(std::string_view path);
|
||||
|
||||
/** Adds the window for engine management.
|
||||
@param native_handle The platform's native handle to it's window equivalent.
|
||||
@param identifier The identifier of the new window.
|
||||
@param extent The extent of the window.
|
||||
*/
|
||||
void add_window(void* native_handle, int identifier, prism::Extent extent);
|
||||
|
||||
/** Removes the window from engine management. Should be called before the window is actually closed.
|
||||
@param identifier The identifier of the window to remove.
|
||||
*/
|
||||
void remove_window(int identifier);
|
||||
|
||||
/** Called when the window has changed size.
|
||||
@param identifier The window that has been resized.
|
||||
@param extent The new extent of the window.
|
||||
*/
|
||||
void resize(int identifier, prism::Extent extent);
|
||||
|
||||
/** Called when a key has been pressed.
|
||||
@param keyCode A platform-specific key code.
|
||||
@note Use platform::get_keycode to get a InputButton equivalent if needed.
|
||||
@note This function is only intended for debug purposes and all production code should be using the Input system instead.
|
||||
*/
|
||||
void process_key_down(unsigned int keyCode);
|
||||
|
||||
/** Called when a key has been released.
|
||||
@param keyCode A platform-specific key code.
|
||||
@note Use platform::get_keycode to get a InputButton equivalent if needed.
|
||||
@note This function is only intended for debug purposes and all production code should be using the Input system instead.
|
||||
*/
|
||||
void process_key_up(unsigned int keyCode);
|
||||
|
||||
/** Called when a mouse button has been clicked..
|
||||
@param button The mouse button.
|
||||
@param offset The mouse position relative to the window where the click occured.
|
||||
@note This function is only intended for debug purposes and all production code should be using the Input system instead.
|
||||
*/
|
||||
void process_mouse_down(int button, prism::Offset offset);
|
||||
|
||||
/** Pushes a UI event for the current screen. Does nothing if there is no screen set.
|
||||
@param name The name of the event.
|
||||
@param data Data for the event. Defaulted to an empty string.
|
||||
*/
|
||||
void push_event(std::string_view name, std::string_view data = "");
|
||||
|
||||
/** Load a localization file from disk. This will change the current localization.
|
||||
@param path The localization file path.
|
||||
*/
|
||||
void load_localization(std::string_view path);
|
||||
|
||||
/** Queries whether or not the current localization loaded has a key.
|
||||
@param id The key to query.
|
||||
@return Whether or not the locale has the key specified.
|
||||
@note Having no localization loaded will always return false.
|
||||
*/
|
||||
[[nodiscard]] bool has_localization(std::string_view id) const;
|
||||
|
||||
/** Localizes a string.
|
||||
@param id The locale key to use.
|
||||
@return A localized string if the key is found, or an empty string if not found.
|
||||
@note Having no localization loaded will always return a empty string.
|
||||
*/
|
||||
std::string localize(std::string id);
|
||||
|
||||
/** Adds a timer to the list of timers.
|
||||
@param timer The timer to add.
|
||||
@note The timer instance is passed by reference. Use this to keep track of your timers without having to query it's state back.
|
||||
*/
|
||||
void add_timer(Timer& timer);
|
||||
|
||||
/** Gets the current scene.
|
||||
@return The current scene if set, or nullptr if there isn't one.
|
||||
*/
|
||||
Scene* get_scene();
|
||||
|
||||
/** Get a scene by path. This does not change the current scene.
|
||||
@param name The path to the scene file.
|
||||
@return Returns a scene if it was previously loaded and found, or nullptr on failure.
|
||||
*/
|
||||
Scene* get_scene(std::string_view name);
|
||||
|
||||
/** Set the current scene.
|
||||
@param scene The scene to set. Can be null.
|
||||
*/
|
||||
void set_current_scene(Scene* scene);
|
||||
|
||||
/** Get the current scene's path.
|
||||
@return If a scene is loaded, the path to the scene. Can be an empty string if there is no scene loaded, or if it's an empty scene.
|
||||
*/
|
||||
[[nodiscard]] std::string_view get_scene_path() const;
|
||||
|
||||
/** Updates the Transform hierarchy for a scene.
|
||||
@param scene The scene to update.
|
||||
*/
|
||||
void update_scene(Scene& scene);
|
||||
|
||||
/// The current cutscene.
|
||||
std::unique_ptr<Cutscene> cutscene;
|
||||
|
||||
/// The current time in seconds for cutscene playback.
|
||||
float current_cutscene_time = 0.0f;
|
||||
|
||||
/// The cutscene playback state.
|
||||
bool play_cutscene = false;
|
||||
|
||||
/** Start playback of an animation.
|
||||
@param animation The animation to play.
|
||||
@param object The animation's target.
|
||||
@param looping Whether or not the animation should loop or be discarded when finished. Default is false.
|
||||
*/
|
||||
void play_animation(Animation animation, Object target, bool looping = false);
|
||||
|
||||
/** Sets the animation speed of an object.
|
||||
@param target The object you want to change the animation speed of.
|
||||
@param modifier The speed to play the object's animations at. A modifier of 2.0 would be 2x the speed, and 0.5 would be 1/2x the speed.
|
||||
*/
|
||||
void set_animation_speed_modifier(Object target, float modifier);
|
||||
|
||||
/** Stops all animation for an object.
|
||||
@param target The object you want the animations to stop for.
|
||||
*/
|
||||
void stop_animation(Object target);
|
||||
|
||||
/// If there is a render context available. If this is false, avoid doing any GFX or Renderer work as it could crash or cause undefined behavior.
|
||||
bool render_ready = false;
|
||||
|
||||
/// If physics should upate. This is a control indepentent of the pause state.
|
||||
bool update_physics = true;
|
||||
|
||||
#if defined(PLATFORM_TVOS) || defined(PLATFORM_IOS) || defined(PLATFORM_WINDOWS) || defined(PLATFORM_LINUX)
|
||||
bool debug_enabled = true;
|
||||
#else
|
||||
bool debug_enabled = false;
|
||||
#endif
|
||||
|
||||
private:
|
||||
void setup_scene(Scene& scene);
|
||||
|
||||
void on_remove(Object object);
|
||||
|
||||
bool _paused = false;
|
||||
|
||||
ui::Screen* _current_screen = nullptr;
|
||||
|
||||
Scene* _current_scene = nullptr;
|
||||
std::vector<std::unique_ptr<Scene>> _scenes;
|
||||
std::map<std::string, Scene*> _path_to_scene;
|
||||
|
||||
struct Window {
|
||||
int identifier = -1;
|
||||
prism::Extent extent;
|
||||
bool quitRequested = false;
|
||||
|
||||
RenderTarget* render_target = nullptr;
|
||||
};
|
||||
|
||||
std::vector<Window*> _windows;
|
||||
|
||||
Window* get_window(const int identifier) {
|
||||
for(auto& window : _windows) {
|
||||
if(window->identifier == identifier)
|
||||
return window;
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
|
||||
void calculate_bone(Mesh& mesh, const Mesh::Part& part, Bone& bone, const Bone* parent_bone = nullptr);
|
||||
void calculate_object(Scene& scene, Object object, Object parent_object = NullObject);
|
||||
|
||||
Shot* get_shot(float time);
|
||||
void update_animation(const Animation& anim, float time);
|
||||
void update_cutscene(float time);
|
||||
|
||||
void update_animation_channel(Scene& scene, const AnimationChannel& channel, float time);
|
||||
|
||||
app* _app = nullptr;
|
||||
GFX* _gfx = nullptr;
|
||||
|
||||
std::unique_ptr<Input> _input;
|
||||
std::unique_ptr<Physics> _physics;
|
||||
std::unique_ptr<Renderer> _renderer;
|
||||
|
||||
std::vector<Timer*> _timers, _timersToRemove;
|
||||
|
||||
std::map<std::string, std::string> _strings;
|
||||
|
||||
std::vector<AnimationTarget> _animation_targets;
|
||||
|
||||
std::unique_ptr<ImGuiLayer> _imgui;
|
||||
|
||||
const InputButton debug_button = InputButton::Q;
|
||||
};
|
||||
|
||||
inline bool operator==(const AnimationTarget& a1, const AnimationTarget& a2) {
|
||||
return a1.current_time == a2.current_time;
|
||||
}
|
||||
|
||||
void calculate_bone(Mesh& mesh, const Mesh::Part& part, Bone& bone, const Bone* parent_bone = nullptr);
|
||||
void calculate_object(Scene& scene, Object object, const Object parent_object = NullObject);
|
||||
|
||||
Shot* get_shot(const float time);
|
||||
void update_animation(const Animation& anim, const float time);
|
||||
void update_cutscene(const float time);
|
||||
|
||||
void update_animation_channel(Scene& scene, const AnimationChannel& channel, const float time);
|
||||
|
||||
App* _app = nullptr;
|
||||
GFX* _gfx = nullptr;
|
||||
|
||||
std::unique_ptr<Input> _input;
|
||||
std::unique_ptr<Physics> _physics;
|
||||
std::unique_ptr<Renderer> _renderer;
|
||||
|
||||
std::vector<Timer*> _timers, _timersToRemove;
|
||||
|
||||
std::map<std::string, std::string> _strings;
|
||||
|
||||
std::vector<AnimationTarget> _animation_targets;
|
||||
|
||||
std::unique_ptr<ImGuiLayer> _imgui;
|
||||
|
||||
const InputButton debug_button = InputButton::Q;
|
||||
};
|
||||
|
||||
inline bool operator==(const AnimationTarget& a1, const AnimationTarget& a2) {
|
||||
return a1.current_time == a2.current_time;
|
||||
}
|
||||
|
||||
inline Engine* engine = nullptr;
|
||||
inline prism::Engine* engine = nullptr;
|
||||
|
|
|
@ -23,6 +23,8 @@
|
|||
#include "shadowpass.hpp"
|
||||
#include "scenecapture.hpp"
|
||||
|
||||
using prism::Engine;
|
||||
|
||||
Engine::Engine(const int argc, char* argv[]) {
|
||||
console::info(System::Core, "Prism Engine loading...");
|
||||
|
||||
|
@ -47,13 +49,13 @@ Engine::Engine(const int argc, char* argv[]) {
|
|||
|
||||
Engine::~Engine() {}
|
||||
|
||||
void Engine::set_app(App* app) {
|
||||
void Engine::set_app(app* app) {
|
||||
Expects(app != nullptr);
|
||||
|
||||
_app = app;
|
||||
}
|
||||
|
||||
App* Engine::get_app() const {
|
||||
prism::app* Engine::get_app() const {
|
||||
return _app;
|
||||
}
|
||||
|
||||
|
|
|
@ -1354,7 +1354,7 @@ void GFXVulkan::createInstance(std::vector<const char*> layers, std::vector<cons
|
|||
|
||||
VkApplicationInfo appInfo = {};
|
||||
appInfo.sType = VK_STRUCTURE_TYPE_APPLICATION_INFO;
|
||||
appInfo.pApplicationName = "Prism Engine App";
|
||||
appInfo.pApplicationName = "Prism Engine app";
|
||||
appInfo.applicationVersion = VK_MAKE_VERSION(1, 0, 0);
|
||||
appInfo.pEngineName = "Prism Engine";
|
||||
appInfo.engineVersion = VK_MAKE_VERSION(1, 0, 0);
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
|
||||
#include "app.hpp"
|
||||
|
||||
class ExampleApp : public App {
|
||||
class ExampleApp : public app {
|
||||
public:
|
||||
|
||||
};
|
52
extern/imgui/src/imgui_demo.cpp
vendored
52
extern/imgui/src/imgui_demo.cpp
vendored
|
@ -55,19 +55,19 @@ Index of this file:
|
|||
// - sub section: ShowDemoWindowMisc()
|
||||
// [SECTION] About Window / ShowAboutWindow()
|
||||
// [SECTION] Style Editor / ShowStyleEditor()
|
||||
// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar()
|
||||
// [SECTION] Example App: Debug Console / ShowExampleAppConsole()
|
||||
// [SECTION] Example App: Debug Log / ShowExampleAppLog()
|
||||
// [SECTION] Example App: Simple Layout / ShowExampleAppLayout()
|
||||
// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor()
|
||||
// [SECTION] Example App: Long Text / ShowExampleAppLongText()
|
||||
// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize()
|
||||
// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize()
|
||||
// [SECTION] Example App: Simple Overlay / ShowExampleAppSimpleOverlay()
|
||||
// [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles()
|
||||
// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering()
|
||||
// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace()
|
||||
// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments()
|
||||
// [SECTION] Example app: Main Menu Bar / ShowExampleAppMainMenuBar()
|
||||
// [SECTION] Example app: Debug Console / ShowExampleAppConsole()
|
||||
// [SECTION] Example app: Debug Log / ShowExampleAppLog()
|
||||
// [SECTION] Example app: Simple Layout / ShowExampleAppLayout()
|
||||
// [SECTION] Example app: Property Editor / ShowExampleAppPropertyEditor()
|
||||
// [SECTION] Example app: Long Text / ShowExampleAppLongText()
|
||||
// [SECTION] Example app: Auto Resize / ShowExampleAppAutoResize()
|
||||
// [SECTION] Example app: Constrained Resize / ShowExampleAppConstrainedResize()
|
||||
// [SECTION] Example app: Simple Overlay / ShowExampleAppSimpleOverlay()
|
||||
// [SECTION] Example app: Manipulating Window Titles / ShowExampleAppWindowTitles()
|
||||
// [SECTION] Example app: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering()
|
||||
// [SECTION] Example app: Docking, DockSpace / ShowExampleAppDockSpace()
|
||||
// [SECTION] Example app: Documents Handling / ShowExampleAppDocuments()
|
||||
|
||||
*/
|
||||
|
||||
|
@ -6100,7 +6100,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
|||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar()
|
||||
// [SECTION] Example app: Main Menu Bar / ShowExampleAppMainMenuBar()
|
||||
//-----------------------------------------------------------------------------
|
||||
// - ShowExampleAppMainMenuBar()
|
||||
// - ShowExampleMenuFile()
|
||||
|
@ -6212,7 +6212,7 @@ static void ShowExampleMenuFile()
|
|||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Example App: Debug Console / ShowExampleAppConsole()
|
||||
// [SECTION] Example app: Debug Console / ShowExampleAppConsole()
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Demonstrate creating a simple console window, with scrolling, filtering, completion and history.
|
||||
|
@ -6570,7 +6570,7 @@ static void ShowExampleAppConsole(bool* p_open)
|
|||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Example App: Debug Log / ShowExampleAppLog()
|
||||
// [SECTION] Example app: Debug Log / ShowExampleAppLog()
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Usage:
|
||||
|
@ -6728,7 +6728,7 @@ static void ShowExampleAppLog(bool* p_open)
|
|||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Example App: Simple Layout / ShowExampleAppLayout()
|
||||
// [SECTION] Example app: Simple Layout / ShowExampleAppLayout()
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Demonstrate create a window with multiple child windows.
|
||||
|
@ -6793,7 +6793,7 @@ static void ShowExampleAppLayout(bool* p_open)
|
|||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor()
|
||||
// [SECTION] Example app: Property Editor / ShowExampleAppPropertyEditor()
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
static void ShowPlaceholderObject(const char* prefix, int uid)
|
||||
|
@ -6875,7 +6875,7 @@ static void ShowExampleAppPropertyEditor(bool* p_open)
|
|||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Example App: Long Text / ShowExampleAppLongText()
|
||||
// [SECTION] Example app: Long Text / ShowExampleAppLongText()
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Demonstrate/test rendering huge amount of text, and the incidence of clipping.
|
||||
|
@ -6937,7 +6937,7 @@ static void ShowExampleAppLongText(bool* p_open)
|
|||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize()
|
||||
// [SECTION] Example app: Auto Resize / ShowExampleAppAutoResize()
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Demonstrate creating a window which gets auto-resized according to its content.
|
||||
|
@ -6961,7 +6961,7 @@ static void ShowExampleAppAutoResize(bool* p_open)
|
|||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize()
|
||||
// [SECTION] Example app: Constrained Resize / ShowExampleAppConstrainedResize()
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Demonstrate creating a window with custom resize constraints.
|
||||
|
@ -7016,7 +7016,7 @@ static void ShowExampleAppConstrainedResize(bool* p_open)
|
|||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Example App: Simple Overlay / ShowExampleAppSimpleOverlay()
|
||||
// [SECTION] Example app: Simple Overlay / ShowExampleAppSimpleOverlay()
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Demonstrate creating a simple static window with no decoration
|
||||
|
@ -7063,7 +7063,7 @@ static void ShowExampleAppSimpleOverlay(bool* p_open)
|
|||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles()
|
||||
// [SECTION] Example app: Manipulating Window Titles / ShowExampleAppWindowTitles()
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Demonstrate using "##" and "###" in identifiers to manipulate ID generation.
|
||||
|
@ -7095,7 +7095,7 @@ static void ShowExampleAppWindowTitles(bool*)
|
|||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering()
|
||||
// [SECTION] Example app: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering()
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Demonstrate using the low-level ImDrawList to draw custom shapes.
|
||||
|
@ -7337,7 +7337,7 @@ static void ShowExampleAppCustomRendering(bool* p_open)
|
|||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace()
|
||||
// [SECTION] Example app: Docking, DockSpace / ShowExampleAppDockSpace()
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Demonstrate using DockSpace() to create an explicit docking node within an existing window.
|
||||
|
@ -7453,7 +7453,7 @@ void ShowExampleAppDockSpace(bool* p_open)
|
|||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments()
|
||||
// [SECTION] Example app: Documents Handling / ShowExampleAppDocuments()
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Simplified structure to mimic a Document model
|
||||
|
|
|
@ -127,7 +127,7 @@ int drawable_width, drawable_height;
|
|||
drawable_width = [view frame].size.width * [view contentScaleFactor];
|
||||
drawable_height = [view frame].size.height * [view contentScaleFactor];
|
||||
|
||||
engine = new Engine(0, nullptr);
|
||||
engine = new prism::Engine(0, nullptr);
|
||||
|
||||
app = new @APP_CLASS@();
|
||||
engine->set_app(app);
|
||||
|
|
|
@ -294,7 +294,7 @@ int main(int argc, char* argv[]) {
|
|||
xcb_screen_next(&iter);
|
||||
screen = iter.data;
|
||||
|
||||
engine = new Engine(argc, argv);
|
||||
engine = new prism::Engine(argc, argv);
|
||||
|
||||
app = new @APP_CLASS@();
|
||||
engine->set_app(app);
|
||||
|
|
|
@ -496,7 +496,7 @@ int main(int argc, char* argv[]) {
|
|||
|
||||
NSApp = [NSApplication sharedApplication];
|
||||
|
||||
engine = new Engine(argc, argv);
|
||||
engine = new prism::Engine(argc, argv);
|
||||
|
||||
app = new @APP_CLASS@();
|
||||
engine->set_app(app);
|
||||
|
|
|
@ -178,7 +178,7 @@ void platform::unmute_output() {
|
|||
int main(int argc, char* argv[]) {
|
||||
SDL_Init(SDL_INIT_VIDEO);
|
||||
|
||||
engine = new Engine(argc, argv);
|
||||
engine = new prism::Engine(argc, argv);
|
||||
|
||||
app = new @APP_CLASS@();
|
||||
engine->set_app(app);
|
||||
|
|
|
@ -98,7 +98,7 @@ int drawable_width, drawable_height;
|
|||
drawable_width = [view frame].size.width * [view contentScaleFactor];
|
||||
drawable_height = [view frame].size.height * [view contentScaleFactor];
|
||||
|
||||
engine = new Engine(0, nullptr);
|
||||
engine = new prism::Engine(0, nullptr);
|
||||
|
||||
app = new @APP_CLASS@();
|
||||
engine->set_app(app);
|
||||
|
|
|
@ -144,7 +144,7 @@ int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE, PWSTR pCmdLine, int nCmdShow
|
|||
instance = hInstance;
|
||||
cmdShow = nCmdShow;
|
||||
|
||||
engine = new Engine(0, nullptr);
|
||||
engine = new prism::Engine(0, nullptr);
|
||||
|
||||
ginterface = new GFXVulkan();
|
||||
if(ginterface->initialize(GFXCreateInfo())) {
|
||||
|
|
|
@ -102,7 +102,7 @@ AssetType get_asset_type() {
|
|||
|
||||
constexpr int thumbnail_resolution = 256;
|
||||
|
||||
class CommonEditor : public App {
|
||||
class CommonEditor : public prism::app {
|
||||
public:
|
||||
CommonEditor(std::string id);
|
||||
|
||||
|
|
|
@ -49,7 +49,7 @@ const std::map<ImGuiKey, InputButton> imToPl = {
|
|||
|
||||
CommonEditor::CommonEditor(std::string id) : id(id) {
|
||||
#ifdef PLATFORM_MACOS
|
||||
file::set_domain_path(file::Domain::App, "../../../data");
|
||||
file::set_domain_path(file::Domain::app, "../../../data");
|
||||
#else
|
||||
file::set_domain_path(file::Domain::App, "data");
|
||||
#endif
|
||||
|
|
|
@ -24,7 +24,7 @@ std::string get_filename(const std::string path) {
|
|||
|
||||
std::vector<Editor*> editors;
|
||||
|
||||
void app_main(Engine* engine) {
|
||||
void app_main(prism::Engine* engine) {
|
||||
CommonEditor* editor = (CommonEditor*)engine->get_app();
|
||||
|
||||
platform::open_window("Prism Editor",
|
||||
|
|
Reference in a new issue