Magic_Game/src/kiwano/platform/Application.h

184 lines
4.2 KiB
C++

// 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.
#pragma once
#include <mutex>
#include <kiwano/core/Common.h>
#include <kiwano/core/Module.h>
#include <kiwano/core/Time.h>
#include <kiwano/core/Timer.h>
#include <kiwano/core/Singleton.h>
#include <kiwano/core/event/Event.h>
#include <kiwano/platform/Runner.h>
#include <kiwano/platform/Window.h>
namespace kiwano
{
/**
* \~chinese
* @brief 获取版本号
*/
extern KGE_API int GetVersion();
/**
* \~chinese
* @brief 应用程序,控制游戏的整个生命周期,包括初始化、启动、结束以及事件分发等
*/
class KGE_API Application : public Singleton<Application>
{
friend Singleton<Application>;
public:
Application();
virtual ~Application();
/**
* \~chinese
* @brief 启动应用程序
* @param runner 程序运行器
* @param debug 是否启用调试模式
* @note 该函数是阻塞的,应用程序结束时函数返回
*/
void Run(RunnerPtr runner, bool debug = false);
/**
* \~chinese
* @brief 终止应用程序
*/
void Quit();
/**
* \~chinese
* @brief 获取程序运行器
*/
RunnerPtr GetRunner() const;
/**
* \~chinese
* @brief 获取主窗口
*/
WindowPtr GetMainWindow() const;
/**
* \~chinese
* @brief 获取计时器
*/
TimerPtr GetTimer() const;
/**
* \~chinese
* @brief 是否正在运行
*/
bool IsRunning() const;
/**
* \~chinese
* @brief 添加模块
* @param[in] module 模块
*/
void Use(Module& module);
/**
* \~chinese
* @brief 设置时间缩放因子
* @details 设置时间缩放因子可等比例放大或缩小时间进度
* @param scale_factor 缩放因子
* @warning 设置为负数可能导致动画系统紊乱
*/
void SetTimeScale(float scale_factor);
/**
* \~chinese
* @brief 分发事件
* @details 将事件分发给所有事件功能模块
* @param evt 事件
*/
void DispatchEvent(EventPtr evt);
/**
* \~chinese
* @brief 分发事件
* @details 将事件分发给所有事件功能模块
* @param evt 事件
*/
void DispatchEvent(Event* evt);
/**
* \~chinese
* @brief 在主线程中执行函数
* @details 提供在其他线程调用 Kiwano 函数的能力
* @param func 需要执行的函数
*/
void PreformInMainThread(Function<void()> func);
/**
* \~chinese
* @brief 更新所有模块
* @param dt 时间间隔
*/
void Update(Duration dt);
/**
* \~chinese
* @brief 创建渲染上下文并渲染画面
*/
void Render();
/**
* \~chinese
* @brief 销毁游戏运行过程中产生的所有资源
*/
void Destroy();
private:
bool running_;
float time_scale_;
RunnerPtr runner_;
TimerPtr timer_;
List<Module*> modules_;
std::mutex perform_mutex_;
Queue<Function<void()>> functions_to_perform_;
};
inline RunnerPtr Application::GetRunner() const
{
return runner_;
}
inline WindowPtr Application::GetMainWindow() const
{
KGE_ASSERT(runner_);
return runner_->GetMainWindow();
}
inline TimerPtr Application::GetTimer() const
{
return timer_;
}
inline bool Application::IsRunning() const
{
return running_;
}
} // namespace kiwano