VoxelEngine/src/engine.hpp

152 lines
4.1 KiB
C++

#pragma once
#include "delegates.hpp"
#include "typedefs.hpp"
#include "assets/Assets.hpp"
#include "content/content_fwd.hpp"
#include "content/ContentPack.hpp"
#include "content/PacksManager.hpp"
#include "files/engine_paths.hpp"
#include "util/ObjectsKeeper.hpp"
#include <filesystem>
#include <memory>
#include <queue>
#include <stdexcept>
#include <string>
#include <vector>
#include <mutex>
class Level;
class Screen;
class EnginePaths;
class ResPaths;
class Batch2D;
class EngineController;
class SettingsHandler;
struct EngineSettings;
namespace fs = std::filesystem;
namespace gui {
class GUI;
}
namespace cmd {
class CommandsInterpreter;
}
class initialize_error : public std::runtime_error {
public:
initialize_error(const std::string& message) : std::runtime_error(message) {}
};
class Engine : public util::ObjectsKeeper {
EngineSettings& settings;
SettingsHandler& settingsHandler;
EnginePaths* paths;
std::unique_ptr<Assets> assets;
std::shared_ptr<Screen> screen;
std::vector<ContentPack> contentPacks;
std::unique_ptr<Content> content;
std::unique_ptr<ResPaths> resPaths;
std::queue<runnable> postRunnables;
std::recursive_mutex postRunnablesMutex;
std::unique_ptr<EngineController> controller;
std::unique_ptr<cmd::CommandsInterpreter> interpreter;
std::vector<std::string> basePacks;
uint64_t frame = 0;
double lastTime = 0.0;
double delta = 0.0;
std::unique_ptr<gui::GUI> gui;
void loadControls();
void loadSettings();
void saveSettings();
void updateTimers();
void updateHotkeys();
void renderFrame(Batch2D& batch);
void processPostRunnables();
void loadAssets();
public:
Engine(EngineSettings& settings, SettingsHandler& settingsHandler, EnginePaths* paths);
~Engine();
/// @brief Start main engine input/update/render loop.
/// Automatically sets MenuScreen
void mainloop();
/// @brief Called after assets loading when all engine systems are initialized
void onAssetsLoaded();
/// @brief Set screen (scene).
/// nullptr may be used to delete previous screen before creating new one,
/// not-null value must be set before next frame
/// @param screen nullable screen
void setScreen(std::shared_ptr<Screen> screen);
/// @brief Change locale to specified
/// @param locale isolanguage_ISOCOUNTRY (example: en_US)
void setLanguage(std::string locale);
/// @brief Load all selected content-packs and reload assets
void loadContent();
void resetContent();
/// @brief Collect world content-packs and load content
/// @see loadContent
/// @param folder world folder
void loadWorldContent(const fs::path& folder);
/// @brief Collect all available content-packs from res/content
void loadAllPacks();
/// @brief Get current frame delta-time
double getDelta() const;
/// @brief Get active assets storage instance
Assets* getAssets();
/// @brief Get main UI controller
gui::GUI* getGUI();
/// @brief Get writeable engine settings structure instance
EngineSettings& getSettings();
/// @brief Get engine filesystem paths source
EnginePaths* getPaths();
/// @brief Get engine resource paths controller
ResPaths* getResPaths();
/// @brief Get current Content instance
const Content* getContent() const;
/// @brief Get selected content packs
std::vector<ContentPack>& getContentPacks();
std::vector<ContentPack> getAllContentPacks();
std::vector<std::string>& getBasePacks();
/// @brief Get current screen
std::shared_ptr<Screen> getScreen();
/// @brief Enqueue function call to the end of current frame in draw thread
void postRunnable(const runnable& callback);
void saveScreenshot();
EngineController* getController();
cmd::CommandsInterpreter* getCommandsInterpreter();
PacksManager createPacksManager(const fs::path& worldFolder);
SettingsHandler& getSettingsHandler();
};