updated engine initialization logic;

fade manager is now time-based instead of frame-based;
wiImage moved to namespace instead of static class;
refactors;
editor updates;
contributing updates;
This commit is contained in:
turanszkij
2018-10-26 18:35:11 +01:00
parent cde0cb5fcd
commit 9f056b4cfe
49 changed files with 1630 additions and 1653 deletions
+25 -35
View File
@@ -28,19 +28,7 @@ MainComponent::MainComponent()
// This call also saves the current working dir as the original one on this first call
wiHelper::GetOriginalWorkingDirectory();
screenW = 0;
screenH = 0;
fullscreen = false;
activeComponent = new RenderableComponent();
setFrameSkip(true);
setTargetFrameRate(60);
setApplicationControlLostThreshold(10);
infoDisplay = InfoDisplayer();
fadeManager.Clear();
}
@@ -83,43 +71,41 @@ void MainComponent::Initialize()
}
wiInitializer::InitializeComponents();
wiInitializer::InitializeComponentsAsync();
wiLua::GetGlobal()->RegisterObject(MainComponent_BindLua::className, "main", new MainComponent_BindLua(this));
}
void MainComponent::activateComponent(RenderableComponent* component, int fadeFrames, const wiColor& fadeColor)
void MainComponent::activateComponent(RenderableComponent* component, float fadeSeconds, const wiColor& fadeColor)
{
if (component == nullptr)
{
return;
}
if (fadeFrames > 0)
{
// Fade
fadeManager.Clear();
fadeManager.Start(fadeFrames, fadeColor, [this,component]() {
if (component == nullptr)
return;
activeComponent->Stop();
component->Start();
activeComponent = component;
});
}
else
{
// No fade
fadeManager.Clear();
// Fade manager will activate on fadeout
fadeManager.Clear();
fadeManager.Start(fadeSeconds, fadeColor, [this,component]() {
if (component == nullptr)
return;
activeComponent->Stop();
component->Start();
activeComponent = component;
}
});
}
void MainComponent::Run()
{
if (!wiInitializer::IsInitializeFinished())
{
// Until engine is not loaded, present initialization screen...
wiRenderer::GetDevice()->PresentBegin();
wiFont::BindPersistentState(GRAPHICSTHREAD_IMMEDIATE);
wiFont("Initializing Wicked Engine, please wait...", wiFontProps(4, 4, infoDisplay.size)).Draw(GRAPHICSTHREAD_IMMEDIATE);
wiRenderer::GetDevice()->PresentEnd();
return;
}
wiProfiler::GetInstance().BeginFrame();
wiProfiler::GetInstance().BeginRange("CPU Frame", wiProfiler::DOMAIN_CPU);
@@ -130,6 +116,8 @@ void MainComponent::Run()
const double elapsedTime = max(0, timer.elapsed() / 1000.0);
timer.record();
fadeManager.Update((float)elapsedTime);
// Fixed time update:
wiProfiler::GetInstance().BeginRange("Fixed Update", wiProfiler::DOMAIN_CPU);
if (frameskip)
@@ -196,8 +184,6 @@ void MainComponent::FixedUpdate()
wiLua::GetGlobal()->FixedUpdate();
getActiveComponent()->FixedUpdate();
fadeManager.Update();
}
void MainComponent::Render()
@@ -205,8 +191,8 @@ void MainComponent::Render()
wiLua::GetGlobal()->Render();
wiProfiler::GetInstance().BeginRange("GPU Frame", wiProfiler::DOMAIN_GPU, GRAPHICSTHREAD_IMMEDIATE);
wiRenderer::BindPersistentState(GRAPHICSTHREAD_IMMEDIATE);
wiImage::BindPersistentState(GRAPHICSTHREAD_IMMEDIATE);
wiFont::BindPersistentState(GRAPHICSTHREAD_IMMEDIATE);
getActiveComponent()->Render();
wiProfiler::GetInstance().EndRange(GRAPHICSTHREAD_IMMEDIATE); // GPU Frame
}
@@ -253,6 +239,10 @@ void MainComponent::Compose()
#endif
ss << endl;
}
if (infoDisplay.initstats)
{
ss << "System init time: " << wiInitializer::GetInitializationTimeInSeconds() << " sec" << endl;
}
if (infoDisplay.resolution)
{
ss << "Resolution: " << wiRenderer::GetDevice()->GetScreenWidth() << " x " << wiRenderer::GetDevice()->GetScreenHeight() << endl;