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NFRev1/NothinFancy/src/include/NothinFancy.h

172 lines
4.3 KiB
C++

//TODO: Rework this file to only contain functions the frontend will need to access
#pragma once
#include <chrono>
#include <unordered_map>
#include <array>
#include <Windows.h>
#include "Config.h"
#include "Utility.h"
#include "IntroGamestate.h"
#include "Assets.h"
#include "Entity.h"
#include "Light.h"
#include "Cubemap.h"
#include "Text.h"
#include "UITexture.h"
#include "Button.h"
#include "Sound.h"
#include "Input.h"
namespace nf {
class Drawable;
class Shader;
class Model;
class GBuffer;
class AudioEngine;
class Renderer {
public:
Renderer(Application* app);
void setFade(bool in, bool out, bool noText);
bool isFadeOutComplete();
void render(Entity& in);
void render(UIElement& in);
void render(Light& in);
void render(Cubemap& in);
void doFrame(Camera* camera, double dT);
~Renderer();
private:
void renderShadowMaps(unsigned int count);
void loadBaseAssets();
void createShadowMaps();
Application* m_app;
HDC m_hdc;
HGLRC m_hglrc;
AssetPack m_baseAP;
GBuffer* m_gBuffer;
unsigned int m_shadowMapFBO;
int m_directionalDepthTexSize;
int m_pointDepthTexSize;
std::vector<unsigned int> m_directionalShadowMaps;
std::vector<unsigned int> m_pointShadowMaps;
unsigned int m_texSlots;
std::vector<Light*> m_lights;
std::vector<Entity*> m_lGame;
Cubemap* m_cubemap;
std::vector<UIElement*> m_lUI;
Shader* m_gBufferShader;
Shader* m_lightingShader;
Shader* m_textShader;
Shader* m_uiTextureShader;
Shader* m_cubemapShader;
Shader* m_fadeShader;
Shader* m_directionalShadowShader;
Shader* m_pointShadowShader;
bool m_fadeIn, m_fadeOut;
bool m_fadeNoText;
bool m_fadeOutComplete;
Text m_loadingText;
VertexArray* m_quadVAO;
IndexBuffer* m_quadIB;
};
class Application {
public:
Application(Config& conf);
Application() = delete;
Application(Application& other) = delete;
void setWindowIcon(HANDLE hIcon);
void setWindowCursor(HCURSOR hCursor);
AudioEngine* getAudioEngine() const;
void addState(Gamestate* state, const std::string& stateName);
void addDefaultState(const std::string& stateName);
const std::string& getDefaultState();
void run();
bool isCustomWindowIcon();
void changeState(const std::string& stateName);
Gamestate* getCurrentState();
void showWindow(bool show);
const HWND& getWindow();
void changeConfig(const Config& in);
const Config& getConfig() const;
int getFPS() const;
bool isKeyHeld(unsigned int code);
bool isKeyPressed(unsigned int code);
bool isMouse(unsigned int code);
void trackMouse(bool track);
void getMouseDiff(int& x, int& y);
Vec2 getMousePos();
static Application* getApp();
void quit();
~Application();
private:
void registerWindowClass();
RECT getWindowRect() const;
void calculateNewWindowPos(int& x, int& y);
void toggleFullscreen();
void updateMouse();
void runMainGameThread();
void doStateChange();
static void setApp(Application* app);
static LRESULT CALLBACK WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
static Application* currentApp;
Config m_currentConfig;
bool m_running;
bool m_quit;
HINSTANCE m_hInst;
LPCWSTR m_wclassName;
HWND m_window;
bool m_customWindowIconSet;
LONG m_defaultWindowStyle;
unsigned int m_altWidth, m_altHeight;
std::chrono::duration<double> m_fpsDuration;
double m_deltaTime;
std::chrono::steady_clock::time_point m_fpsClock1 = std::chrono::steady_clock::now();
std::chrono::steady_clock::time_point m_fpsClock2 = m_fpsClock1;
const int m_targetFPS = 60;
const double m_minFrametime = 1.0 / m_targetFPS;
int m_FPS;
//Inactive states to potentially be active during the Application's lifetime
//Mapped to const char* to be referenced later in the frontend
std::unordered_map<std::string, Gamestate*> m_states;
Gamestate* m_sIntro;
std::string m_defaultState;
bool m_defaultStateAdded;
Gamestate* m_currentState;
bool m_stateChange;
std::string m_nextState;
//Array of booleans that represent keyboard and mouse input minus the scrollwheel
std::array<bool, 164> m_keysPressed;
unsigned int m_mouseX, m_mouseY;
bool m_trackingMouse;
bool m_mouseTrackFirst;
int m_mouseDiffX, m_mouseDiffY;
//Renderer object to use OpenGL to render the current state
Renderer* m_renderer;
AudioEngine* m_audio;
};
}