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Application.cpp
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#include "Application.h"
#include "managers/memory_manager.h"
Application::Application()
{
window = new ModuleWindow(this);
input = new ModuleInput(this);
audio = new ModuleAudio(this, true);
scene_intro = new ModuleSceneIntro(this);
renderer3D = new ModuleRenderer3D(this);
gui = new ModuleGUI(this);
camera = new ModuleCamera3D(this);
importer = new ModuleImporter(this);
filesystem = new ModuleFileSystem(this);
resources = new ModuleResources(this);
mesh_importer = new MeshImporter(this);
material_importer = new MaterialImporter(this);
// The order of calls is very important!
// Modules will Init() Start() and Update in this order
// They will CleanUp() in reverse order
// Main Modules
AddModule(window);
AddModule(camera);
AddModule(input);
AddModule(audio);
AddModule(resources);
AddModule(filesystem);
AddModule(importer);
AddModule(mesh_importer);
AddModule(material_importer);
// Scenes
AddModule(scene_intro);
//RECHECK
AddModule(gui);
// Renderer last!
AddModule(renderer3D);
}
Application::~Application()
{
p2List_item<Module*>* item = list_modules.getLast();
while(item != NULL)
{
delete item->data;
item = item->prev;
}
}
bool Application::Init()
{
bool ret = true;
// Call Init() in all modules
p2List_item<Module*>* item = list_modules.getFirst();
while(item != NULL && ret == true)
{
ret = item->data->Init();
item = item->next;
}
// After all Init calls we call Start() in all modules
LOG("Application Start --------------");
item = list_modules.getFirst();
while(item != NULL && ret == true)
{
ret = item->data->Start();
item = item->next;
}
ms_timer.Start();
return ret;
}
// ---------------------------------------------
void Application::PrepareUpdate()
{
}
// ---------------------------------------------
void Application::FinishUpdate()
{
}
// ---------------------------------------------
const char* Application::GetAppName() const
{
return app_name.c_str();
}
// ---------------------------------------------
void Application::SetAppName(const char * name)
{
if (name != nullptr && name != app_name)
{
app_name = name;
window->SetTitle(name);
}
}
const char* Application::GetOrganizationName() const
{
return organization_name.c_str();
}
void Application::SetOrganizationName(const char * name)
{
if (name != nullptr && name != organization_name)
{
organization_name = name;
}
}
//--------------------------------------------------------------
// Call PreUpdate, Update and PostUpdate on all modules
update_status Application::Update()
{
update_status ret = UPDATE_CONTINUE;
//------------------------------------------------------------------------------------------------------------------------//PrepareUpdate();
dt = dt_timer.ReadMs();
frame_count++;
last_sec_frame_count++;
dt_timer.Start();
frame_time.Start();
//------------------------------------------------------------------------------------------------------------------------//PrepareUpdate();
p2List_item<Module*>* item = list_modules.getFirst();
while(item != NULL && ret == UPDATE_CONTINUE)
{
ret = item->data->PreUpdate(dt);
item = item->next;
}
item = list_modules.getFirst();
while(item != NULL && ret == UPDATE_CONTINUE)
{
ret = item->data->Update(dt);
item = item->next;
}
item = list_modules.getFirst();
while(item != NULL && ret == UPDATE_CONTINUE)
{
ret = item->data->PostUpdate(dt);
item = item->next;
}
//------------------------------------------------------------------------------------------------------------------------//FinishUpdate();
if (last_sec_frame_time.Read() > 1000)
{
last_sec_frame_time.Start();
prev_last_sec_frame_count = last_sec_frame_count;
last_sec_frame_count = 0;
}
float avg_fps = float(frame_count) / ms_timer.ReadSec();
float seconds_since_startup = ms_timer.ReadSec();
last_frame_ms = frame_time.Read();
float frames_on_last_update = prev_last_sec_frame_count;
//gui->console.AddLog(" Mercury Engine || FPS: %f | Av.FPS: %f | Last Frame Ms: %f | FpsCap: %i | Vsync: off | DT %f", frames_on_last_update, avg_fps, last_frame_ms, framerate_cap, dt);
//framerate caop
float capped_ms = 1000 / framerate_cap;
if (capped_ms > 0 && framerate_cap < 100 && last_frame_ms < capped_ms && framerate_cap_activated)
{
//MasterTimer t;
SDL_Delay(capped_ms - last_frame_ms);
//LOG("We waited for %d milliseconds and got back in %f", capped_ms - last_frame_ms, t.ReadMs());
}
//------------------------------------------------------------------------------------------------------------------------//FinishUpdate();
return ret;
}
bool Application::CleanUp()
{
bool ret = true;
p2List_item<Module*>* item = list_modules.getLast();
while(item != NULL && ret == true)
{
ret = item->data->CleanUp();
item = item->prev;
}
return ret;
}
void Application::AddModule(Module* mod)
{
list_modules.add(mod);
}