// 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. #include #include #include #include #include #include #include namespace kiwano { namespace { using FunctionToPerform = Function; std::mutex perform_mutex_; Queue functions_to_perform_; } Config::Config(String const& title, uint32_t width, uint32_t height, uint32_t icon) : debug(false) { window.title = title; window.width = width; window.height = height; window.icon = icon; } Config::Config(WindowConfig const& wnd_config, RenderConfig const& render_config) : debug(false) { window = wnd_config; render = render_config; } } namespace kiwano { Application::Application() : time_scale_(1.f) { Use(&Renderer::instance()); Use(&Input::instance()); Use(&Director::instance()); } Application::~Application() { Destroy(); } void Application::Run(const Config& config) { Window::instance().Init(config.window); Renderer::instance().Init(config.render); // Setup all components for (auto c : comps_) { c->SetupComponent(); } if (config.debug) { Director::instance().ShowDebugInfo(true); Renderer::instance().SetCollectingStatus(true); } // Everything is ready OnReady(); last_update_time_ = Time::Now(); Window& window = Window::instance(); while (!window.ShouldClose()) { while (EventPtr evt = window.PollEvent()) { DispatchEvent(evt.get()); } Update(); Render(); } } void Application::Quit() { Window::instance().Destroy(); } void Application::Destroy() { // Clear all resources Director::instance().ClearStages(); ResourceCache::instance().Clear(); TextureCache::instance().Clear(); for (auto iter = comps_.rbegin(); iter != comps_.rend(); ++iter) { (*iter)->DestroyComponent(); } comps_.clear(); } void Application::Use(ComponentBase* component) { if (component) { #if defined(KGE_DEBUG) if (comps_.contains(component)) { KGE_ASSERT(false && "Component already exists!"); } #endif comps_.push_back(component); if (component->Check(RenderComponent::flag)) render_comps_.push_back(dynamic_cast(component)); if (component->Check(UpdateComponent::flag)) update_comps_.push_back(dynamic_cast(component)); if (component->Check(EventComponent::flag)) event_comps_.push_back(dynamic_cast(component)); } } void Application::SetTimeScale(float scale_factor) { time_scale_ = scale_factor; } void Application::Update() { // Before update for (auto c : update_comps_) { 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(); } } } // Updating { const Time now = Time::Now(); const Duration dt = (now - last_update_time_) * time_scale_; last_update_time_ = now; for (auto c : update_comps_) { c->OnUpdate(dt); } } // After update for (auto rit = update_comps_.rbegin(); rit != update_comps_.rend(); ++rit) { (*rit)->AfterUpdate(); } } void Application::Render() { // Before render for (auto c : render_comps_) { c->BeforeRender(); } // Rendering Renderer& renderer = Renderer::instance(); for (auto c : render_comps_) { c->OnRender(renderer); } // After render for (auto rit = render_comps_.rbegin(); rit != render_comps_.rend(); ++rit) { (*rit)->AfterRender(); } } void Application::DispatchEvent(Event* evt) { for (auto c : event_comps_) { c->HandleEvent(evt); } } void Application::PreformInMainThread(Function func) { std::lock_guard lock(perform_mutex_); functions_to_perform_.push(func); } }