98 lines
2.8 KiB
C++
98 lines
2.8 KiB
C++
#pragma once
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#include <chrono>
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#include <unordered_map>
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#include <array>
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#include <Windows.h>
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#include "Config.h"
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#include "IntroGamestate.h"
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#include "Renderer.h"
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#include "AudioEngine.h"
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//TODO: Document ALL frontend functions
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namespace nf {
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class Application {
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public:
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Application(Config& conf);
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Application() = delete;
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Application(Application& other) = delete;
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void setWindowIcon(HANDLE hIcon);
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void setWindowCursor(HCURSOR hCursor);
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AudioEngine* getAudioEngine() const;
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void addState(Gamestate* state, const std::string& stateName);
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void setDefaultState(const std::string& stateName);
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const std::string& getDefaultState();
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void run();
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bool isCustomWindowIcon();
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void changeState(const std::string& stateName);
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Gamestate* getCurrentState();
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void showWindow(bool show);
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const HWND& getWindow();
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void changeConfig(const Config& in);
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const Config& getConfig() const;
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int getFPS() const;
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bool isKeyHeld(unsigned int code);
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bool isKeyPressed(unsigned int code);
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bool isMouse(unsigned int code);
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void trackMouse(bool track);
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void getMouseDiff(int& x, int& y);
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Vec2 getMousePos();
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static Application* getApp();
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void quit();
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~Application();
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private:
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void registerWindowClass();
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RECT getWindowRect() const;
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void calculateNewWindowPos(int& x, int& y);
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void toggleFullscreen();
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void updateMouse();
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void runMainGameThread();
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void doStateChange();
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static void setApp(Application* app);
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static LRESULT CALLBACK WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
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static Application* currentApp;
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Config m_currentConfig;
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bool m_running;
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bool m_quit;
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HINSTANCE m_hInst;
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LPCWSTR m_wclassName;
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HWND m_window;
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bool m_customWindowIconSet;
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LONG m_defaultWindowStyle;
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unsigned int m_altWidth, m_altHeight;
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std::chrono::duration<double> m_fpsDuration;
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double m_deltaTime;
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std::chrono::steady_clock::time_point m_fpsClock1 = std::chrono::steady_clock::now();
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std::chrono::steady_clock::time_point m_fpsClock2 = m_fpsClock1;
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const int m_targetFPS = 60;
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const double m_minFrametime = 1.0 / m_targetFPS;
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int m_FPS;
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//Inactive states to potentially be active during the Application's lifetime
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//Mapped to const char* to be referenced later in the frontend
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std::unordered_map<std::string, Gamestate*> m_states;
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Gamestate* m_sIntro;
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std::string m_defaultState;
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bool m_defaultStateAdded;
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Gamestate* m_currentState;
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bool m_stateChange;
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std::string m_nextState;
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//Array of booleans that represent keyboard and mouse input minus the scrollwheel
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std::array<bool, 164> m_keysPressed;
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unsigned int m_mouseX, m_mouseY;
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bool m_trackingMouse;
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bool m_mouseTrackFirst;
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int m_mouseDiffX, m_mouseDiffY;
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//Renderer object to use OpenGL to render the current state
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Renderer* m_renderer;
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AudioEngine* m_audio;
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};
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} |