Files
WickedEngine/WickedEngine/MainComponent.h
T
2021-02-03 01:40:24 +01:00

88 lines
3.1 KiB
C++

#pragma once
#include "CommonInclude.h"
#include "wiPlatform.h"
#include "wiResourceManager.h"
#include "wiColor.h"
#include "wiFadeManager.h"
class RenderPath;
class MainComponent
{
protected:
RenderPath* activePath = nullptr;
float targetFrameRate = 60;
bool frameskip = true;
bool framerate_lock = false;
bool initialized = false;
wiFadeManager fadeManager;
float deltaTime = 0;
float deltaTimeAccumulator = 0;
wiTimer timer;
float deltatimes[20] = {};
int fps_avg_counter = 0;
public:
bool fullscreen = false;
// Runs the main engine loop
void Run();
// This will activate a RenderPath as the active one, so it will run its Update, FixedUpdate, Render and Compose functions
// You can set a fade time and fade screen color so that switching components will happen when the screen is faded out. Then it will fade back to the new component
void ActivatePath(RenderPath* component, float fadeSeconds = 0, wiColor fadeColor = wiColor(0,0,0,255));
inline RenderPath* GetActivePath(){ return activePath; }
// Set the desired target framerate for the FixedUpdate() loop (default = 60)
void setTargetFrameRate(float value) { targetFrameRate = value; }
// Get the desired target framerate for the FixedUpdate() loop
float getTargetFrameRate() const { return targetFrameRate; }
// Set the desired behaviour of the FixedUpdate() loop (default = true)
// enabled : the FixedUpdate() loop will run at targetFrameRate frequency
// disabled : the FixedUpdate() loop will run every frame only once.
void setFrameSkip(bool enabled) { frameskip = enabled; }
void setFrameRateLock(bool enabled) { framerate_lock = enabled; }
// This is where the critical initializations happen (before any rendering or anything else)
virtual void Initialize();
// This is where application-wide updates get executed once per frame.
// RenderPath::Update is also called from here for the active component
virtual void Update(float dt);
// This is where application-wide updates get executed in a fixed timestep based manner.
// RenderPath::FixedUpdate is also called from here for the active component
virtual void FixedUpdate();
// This is where application-wide rendering happens to offscreen buffers.
// RenderPath::Render is also called from here for the active component
virtual void Render();
// This is where the application will render to the screen (backbuffer). It must render to the provided command list.
virtual void Compose(wiGraphics::CommandList cmd);
// You need to call this before calling Run() or Initialize() if you want to render
void SetWindow(wiPlatform::window_type);
struct InfoDisplayer
{
// activate the whole display
bool active = false;
// display engine version number
bool watermark = true;
// display framerate
bool fpsinfo = false;
// display resolution info
bool resolution = false;
// display number of heap allocations per frame
bool heap_allocation_counter = false;
// text size
int size = 16;
// display default color grading helper texture in top left corner of the screen
bool colorgrading_helper = false;
};
// display all-time engine information text
InfoDisplayer infoDisplay;
};