1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
3 | #pragma once |
4 | |
5 | #include "BsCorePrerequisites.h" |
6 | #include "Utility/BsModule.h" |
7 | #include "RenderAPI/BsRenderWindow.h" |
8 | #include "Utility/BsEvent.h" |
9 | |
10 | namespace bs |
11 | { |
12 | /** @addtogroup Application-Core |
13 | * @{ |
14 | */ |
15 | |
16 | /** Structure containing parameters for starting the application. */ |
17 | struct BS_SCRIPT_EXPORT(m:Application,pl:true,api:bsf) START_UP_DESC |
18 | { |
19 | String renderAPI; /**< Name of the render system plugin to use. */ |
20 | String renderer; /**< Name of the renderer plugin to use. */ |
21 | String physics; /**< Name of physics plugin to use. */ |
22 | String audio; /**< Name of the audio plugin to use. */ |
23 | String input; /**< Name of the input plugin to use. */ |
24 | |
25 | /** |
26 | * True if physics cooking library should be loaded. Cooking is useful for creating collision meshes during |
27 | * development type, but might be unnecessary in the final application. When turned off you can save on space by |
28 | * not shipping the cooking library. |
29 | */ |
30 | bool physicsCooking = true; |
31 | |
32 | RENDER_WINDOW_DESC primaryWindowDesc; /**< Describes the window to create during start-up. */ |
33 | |
34 | Vector<String> importers; /**< A list of importer plugins to load. */ |
35 | }; |
36 | |
37 | /** |
38 | * Represents the primary entry point for the core systems. Handles start-up, shutdown, primary loop and allows you to |
39 | * load and unload plugins. |
40 | * |
41 | * @note Sim thread only. |
42 | */ |
43 | class BS_CORE_EXPORT CoreApplication : public Module<CoreApplication> |
44 | { |
45 | public: |
46 | CoreApplication(START_UP_DESC desc); |
47 | virtual ~CoreApplication(); |
48 | |
49 | /** |
50 | * Executes the main loop. This will update your components and modules, queue objects for rendering and run |
51 | * the simulation. Usually called immediately after startUp(). |
52 | * |
53 | * This will run infinitely until stopMainLoop is called (usually from another thread or internally). |
54 | */ |
55 | void runMainLoop(); |
56 | |
57 | /** Stops the (infinite) main loop from running. The loop will complete its current cycle before stopping. */ |
58 | void stopMainLoop(); |
59 | |
60 | /** Changes the maximum FPS the application is allowed to run in. Zero means unlimited. */ |
61 | void setFPSLimit(UINT32 limit); |
62 | |
63 | /** |
64 | * Issues a request for the application to close. Application may choose to ignore the request depending on the |
65 | * circumstances and the implementation. |
66 | */ |
67 | virtual void quitRequested(); |
68 | |
69 | /** Returns the main window that was created on application start-up. */ |
70 | SPtr<RenderWindow> getPrimaryWindow() const { return mPrimaryWindow; } |
71 | |
72 | /** |
73 | * Returns the id of the simulation thread. |
74 | * |
75 | * @note Thread safe. |
76 | */ |
77 | ThreadId getSimThreadId() const { return mSimThreadId; } |
78 | |
79 | /** Returns true if the application is running in an editor, false if standalone. */ |
80 | virtual bool isEditor() const { return false; } |
81 | |
82 | /** |
83 | * Loads a plugin. |
84 | * |
85 | * @param[in] pluginName Name of the plugin to load, without extension. |
86 | * @param[out] library Specify as not null to receive a reference to the loaded library. |
87 | * @param[in] passThrough Optional parameter that will be passed to the loadPlugin function. |
88 | * @return Value returned from the plugin start-up method. |
89 | */ |
90 | void* loadPlugin(const String& pluginName, DynLib** library = nullptr, void* passThrough = nullptr); |
91 | |
92 | /** Unloads a previously loaded plugin. */ |
93 | void unloadPlugin(DynLib* library); |
94 | |
95 | protected: |
96 | /** @copydoc Module::onStartUp */ |
97 | void onStartUp() override; |
98 | |
99 | /** Called for each iteration of the main loop. Called before any game objects or plugins are updated. */ |
100 | virtual void preUpdate(); |
101 | |
102 | /** Called for each iteration of the main loop. Called after all game objects and plugins are updated. */ |
103 | virtual void postUpdate(); |
104 | |
105 | /** Called during the fixed update of the main loop. Called after preUpdate and before postUpdate. */ |
106 | virtual void fixedUpdate(); |
107 | |
108 | /** Initializes the renderer specified during construction. Called during initialization. */ |
109 | virtual void startUpRenderer(); |
110 | |
111 | /** Returns a handler that is used for resolving shader include file paths. */ |
112 | virtual SPtr<IShaderIncludeHandler> getShaderIncludeHandler() const; |
113 | |
114 | private: |
115 | /** Called when the frame finishes rendering. */ |
116 | void frameRenderingFinishedCallback(); |
117 | |
118 | /** Called by the core thread to begin profiling. */ |
119 | void beginCoreProfiling(); |
120 | |
121 | /** Called by the core thread to end profiling. */ |
122 | void endCoreProfiling(); |
123 | |
124 | protected: |
125 | typedef void(*UpdatePluginFunc)(); |
126 | |
127 | SPtr<RenderWindow> mPrimaryWindow; |
128 | START_UP_DESC mStartUpDesc; |
129 | |
130 | // Frame limiting |
131 | UINT64 mFrameStep = 16666; // 60 times a second in microseconds |
132 | UINT64 mLastFrameTime = 0; // Microseconds |
133 | |
134 | DynLib* mRendererPlugin; |
135 | |
136 | Map<DynLib*, UpdatePluginFunc> mPluginUpdateFunctions; |
137 | |
138 | bool mIsFrameRenderingFinished; |
139 | Mutex mFrameRenderingFinishedMutex; |
140 | Signal mFrameRenderingFinishedCondition; |
141 | ThreadId mSimThreadId; |
142 | |
143 | volatile bool mRunMainLoop; |
144 | |
145 | }; |
146 | |
147 | /** Provides easy access to CoreApplication. */ |
148 | BS_CORE_EXPORT CoreApplication& gCoreApplication(); |
149 | |
150 | /** @} */ |
151 | } |
152 | |