240 lines
8.1 KiB
C++
240 lines
8.1 KiB
C++
/* ✨ +------------------------------------------------------+
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____/ \____ ✨/| Open source game framework licensed to freely use, |
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✨\ / / | copy, and modify. Created for 🌠dank.game🌠 |
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+--\ . . /--+ | |
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| ~/ ︶ \👍| | 🌐 https://open.shampoo.ooo/shampoo/spacebox |
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| ~~~🌊~~~~🌊~ | +------------------------------------------------------+
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| SPACE 🪐🅱 OX | /
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| 🌊 ~ ~~~~ ~~ |/
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+-------------*/
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#pragma once
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#include <stdlib.h>
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#include <vector>
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#include <string>
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#include <iostream>
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#include <sstream>
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#include <ctime>
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#include <fstream>
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#define SDL_MAIN_HANDLED
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#include "SDL.h"
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#include "SDL_mixer.h"
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#include "SDL_ttf.h"
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#if defined(__EMSCRIPTEN__)
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#include <emscripten.h>
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#include <emscripten/html5.h>
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#endif
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#if defined(__ANDROID__) || defined(ANDROID)
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#include <android/log.h>
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#endif
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#include "gl.h"
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#include "Node.hpp"
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#include "Input.hpp"
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#include "Display.hpp"
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#include "Configuration.hpp"
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#include "Delegate.hpp"
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#include "Recorder.hpp"
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#include "Audio.hpp"
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#include "Log.hpp"
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#include "filesystem.hpp"
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#include "extension.hpp"
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class Game : public Node
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{
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protected:
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/* Construct sb::Delegate first, so it is the last object to be destroyed, allowing the other objects to successfully call its
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* unsubscribe method in their destructors. */
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sb::Delegate _delegate {this};
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private:
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SDL_Window* _window;
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std::shared_ptr<TTF_Font> _font;
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inline static const std::string user_config_path = "config.json";
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/*!
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* Overrides SDL's default log function to log a message to stdout/stderr and, if log is enabled in the
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* global configuration, to a file. Debug level statements may be suppressed, printed to stdout, or printed to
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* both stdout and file, depending on the global configuration. This shouldn't be called directly. Use
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* `sb::Log::log` instead.
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*
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* @see sb::Log::log(const std::string&)
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*
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* @param userdata must be a pointer to Game
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* @param category SDL log category. It is not used by SPACEBOX, so it should be sb::Log::DEFAULT_CATEGORY
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* @param priority SDL log priority, which is equivalent to the values in sb::Log::Level
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* @param message message as a C-style string
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*/
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static void sdl_log_override(void* userdata, int category, SDL_LogPriority priority, const char* message);
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protected:
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Configuration _configuration;
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public:
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/* two-state enum equivalent to a boolean that can improve readability depending on the context */
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enum class Flip {
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OFF,
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ON
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};
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/* Prevent an instance of this class from being copied or moved */
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Game(const Game&) = delete;
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Game& operator=(const Game&) = delete;
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Game(Game&&) = delete;
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Game& operator=(Game&&) = delete;
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SDL_GLContext glcontext = nullptr;
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int frame_count_this_second = 0, last_frame_length, current_frames_per_second = 0;
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float frame_time_overflow = 0, last_frame_timestamp, last_frame_count_timestamp;
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bool done = false, show_framerate = true;
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sb::Display display {this};
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Input input {this};
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std::vector<float> frame_length_history;
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sb::Recorder recorder {_configuration, display};
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Game(std::initializer_list<std::string> configuration_merge);
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void print_frame_length_history();
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GLuint load_shader(const fs::path&, GLenum) const;
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bool link_shader(GLuint program) const;
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/*!
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* Write resolution, monitor refresh rate, and pixel format to the log. Taken from SDL_GetCurrentDisplayMode.html
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* on the SDL wiki.
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*/
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void log_display_mode() const;
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/*!
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* Log properties of the GL context. Taken from `sdl_source/tests/testgles2.c`
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*/
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void log_gl_properties() const;
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void log_surface_format(SDL_Surface*, std::string = "surface");
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/*!
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* @deprecated Global configuration will be removed in favor of a mix of default configuration and user configuration(s)
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* which can be swapped in and out arbitrarily. For now, it's better to pass the global configuration directly to objects
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* which need it instead of relying on this public accessor.
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*/
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const Configuration& configuration() const;
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/*!
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* @deprecated Global configuration will be removed in favor of a mix of default configuration and user configuration(s)
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* which can be swapped in and out arbitrarily. For now, it's better to pass the global configuration directly to objects
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* which need it instead of relying on this public accessor.
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*/
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Configuration& configuration();
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/*!
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* @deprecated The delegate class will be kept private to the Game object. Instead of subscribing individual objects to specific
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* input, subscribe and respond to all events by extending Game::response and subscribing new events if necessary.
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*/
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const sb::Delegate& delegate() const;
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/*!
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* @deprecated The delegate class will be kept private to the Game object. Instead of subscribing individual objects to specific
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* input, subscribe and respond to all events by extending Game::response and subscribing new events if necessary.
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*/
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sb::Delegate& delegate();
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/*!
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* @deprecated The window will be kept private and access will have to come directly from the class.
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*/
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const SDL_Window* window() const;
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/*!
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* @deprecated The window will be kept private and access will have to come directly from the class.
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*/
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SDL_Window* window();
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/*!
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* @deprecated The input class's functionality will be kept private to Game objects, so access will need to go through the Game
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* class.
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*/
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const Input& get_input() const;
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/*!
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* @deprecated The input class's functionality will be kept private to Game objects, so access will need to go through the Game
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* class.
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*/
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Input& get_input();
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/*!
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* @return shared pointer to the default font pre-loaded at construction
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*/
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std::shared_ptr<TTF_Font> font() const;
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/*!
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* Get a new font object with the given font size. If the font cannot be loaded, the default font will be returned. If there was an
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* error, the shared pointer will point to `nullptr`.
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*
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* @return shared pointer to the font object created from the TTF font file at the given path
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*/
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std::shared_ptr<TTF_Font> font(const fs::path& path, int size) const;
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void run();
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/*!
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* Dispatch framework events to relevant manager classes like Input, Display, and Recorder.
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*
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* Extend this function to respond to custom framework events. Use Delegate::compare to check which event has been fired.
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*
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* Framework events like "reset", "quit", and "up", have default input bindings that can be reconfigured or extended to respond
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* to more bindings.
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*
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* @see Input::add_to_key_map
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* @see Input::load_key_map
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*
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* To respond directly to lower-level SDL events like keyboard, mouse, and gamepad input directly, subscribe this function
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* to a specific type of SDL event using Delegate::add_subscriber.
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*/
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virtual void respond(SDL_Event& event);
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void frame(float);
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void flag_to_end();
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virtual void update(float timestamp) = 0;
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void set_framerate(int);
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void handle_quit_event(SDL_Event&);
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void quit();
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virtual std::string class_name() const { return "Game"; }
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~Game();
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/*!
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* Applies delta timing to a value: returns the value as weighted by the amount of time passed since the
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* last frame update, allowing for values to change the same amount over time independent of the frame rate.
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* The amount is how much the value should change per second.
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*
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* @param amount any scalar value to be weighted
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* @return weighted value
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*/
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template<typename T>
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T weight(T amount) const
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{
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return (last_frame_length / 1000.0f) * amount;
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}
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};
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/* Add Game class to the sb namespace. This should be the default location, but Game is left in the global namespace
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* for backward compatibility.
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*/
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namespace sb
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{
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using ::Game;
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}
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#if defined(__EMSCRIPTEN__)
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void loop(void*);
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#endif
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