Magic_Game/src/kiwano/platform/Application.cpp

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// Copyright (c) 2016-2018 Kiwano - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
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#include <mutex>
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#include <kiwano/platform/Application.h>
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#include <kiwano/platform/Input.h>
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#include <kiwano/core/Director.h>
#include <kiwano/core/Logger.h>
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#include <kiwano/renderer/TextureCache.h>
#include <kiwano/utils/ResourceCache.h>
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namespace kiwano
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{
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namespace
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{
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using FunctionToPerform = Function<void()>;
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std::mutex perform_mutex_;
Queue<FunctionToPerform> functions_to_perform_;
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}
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Application::Application()
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: time_scale_(1.f)
{
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Use(&Renderer::Instance());
Use(&Input::Instance());
Use(&Director::Instance());
}
Application::~Application()
{
Destroy();
}
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void Application::Run(bool debug)
{
// Setup all components
for (auto c : comps_)
{
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c->SetupComponent();
}
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if (debug)
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{
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Director::Instance().ShowDebugInfo(true);
Renderer::Instance().SetCollectingStatus(true);
}
// Everything is ready
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OnReady();
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last_update_time_ = Time::Now();
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Window& window = Window::Instance();
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while (!window.ShouldClose())
{
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while (EventPtr evt = window.PollEvent())
{
DispatchEvent(evt.get());
}
Update();
Render();
}
}
void Application::Quit()
{
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Window::Instance().Destroy();
}
void Application::Destroy()
{
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// Clear all resources
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Director::Instance().ClearStages();
ResourceCache::Instance().Clear();
TextureCache::Instance().Clear();
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for (auto iter = comps_.rbegin(); iter != comps_.rend(); ++iter)
{
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(*iter)->DestroyComponent();
}
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render_comps_.clear();
update_comps_.clear();
event_comps_.clear();
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comps_.clear();
}
void Application::Use(ComponentBase* component)
{
if (component)
{
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#if defined(KGE_DEBUG)
if (comps_.contains(component))
{
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KGE_ASSERT(false && "Component already exists!");
}
#endif
comps_.push_back(component);
if (component->Check(RenderComponent::flag))
render_comps_.push_back(dynamic_cast<RenderComponent*>(component));
if (component->Check(UpdateComponent::flag))
update_comps_.push_back(dynamic_cast<UpdateComponent*>(component));
if (component->Check(EventComponent::flag))
event_comps_.push_back(dynamic_cast<EventComponent*>(component));
}
}
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void Application::SetTimeScale(float scale_factor)
{
time_scale_ = scale_factor;
}
void Application::Update()
{
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// Before update
for (auto c : update_comps_)
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{
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c->BeforeUpdate();
}
// perform functions
{
if (!functions_to_perform_.empty())
{
perform_mutex_.lock();
auto functions = std::move(functions_to_perform_);
perform_mutex_.unlock();
while (!functions.empty())
{
auto& func = functions.front();
if (func)
{
func();
}
functions.pop();
}
}
}
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// Updating
{
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const Time now = Time::Now();
const Duration dt = (now - last_update_time_) * time_scale_;
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last_update_time_ = now;
for (auto c : update_comps_)
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{
c->OnUpdate(dt);
}
}
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// After update
for (auto rit = update_comps_.rbegin(); rit != update_comps_.rend(); ++rit)
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{
(*rit)->AfterUpdate();
}
}
void Application::Render()
{
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// Before render
for (auto c : render_comps_)
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{
c->BeforeRender();
}
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// Rendering
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Renderer& renderer = Renderer::Instance();
for (auto c : render_comps_)
{
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c->OnRender(renderer);
}
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// After render
for (auto rit = render_comps_.rbegin(); rit != render_comps_.rend(); ++rit)
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{
(*rit)->AfterRender();
}
}
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void Application::DispatchEvent(Event* evt)
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{
for (auto c : event_comps_)
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{
c->HandleEvent(evt);
}
}
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void Application::PreformInMainThread(Function<void()> func)
{
std::lock_guard<std::mutex> lock(perform_mutex_);
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functions_to_perform_.push(func);
}
}