73 lines
2.1 KiB
C++
73 lines
2.1 KiB
C++
#pragma once
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#include <chrono>
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#include <unordered_map>
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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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//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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void addState(IGamestate* state, const char* stateName);
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void addDefaultState(const char* stateName);
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void run();
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void showWindow(bool show);
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void changeState(const char* stateName);
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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 isInput(unsigned int code);
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~Application();
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private:
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void startIntroState();
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void startMainThread();
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void registerWindowClass();
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void toggleFullscreen();
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RECT getWindowRect() const;
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void calculateNewWindowPos(int& x, int& y);
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static LRESULT CALLBACK WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
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Config m_currentConfig;
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bool m_running;
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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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LONG m_defaultWindowStyle;
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WINDOWPLACEMENT m_wndPlacement;
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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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int m_frames;
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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 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<const char*, IGamestate*> m_states;
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IntroGamestate* m_sIntro;
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IGamestate* m_DefaultState;
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bool m_defaultStateAdded = false;
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IGamestate* m_currentState;
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//Array of booleans that represent keyboard and mouse input minus the scrollwheel
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bool m_input[164];
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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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};
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} |