Files
WickedEngine/WickedEngine/MainComponent.h
T
2018-11-14 19:15:16 +00:00

89 lines
3.2 KiB
C++

#pragma once
#include "CommonInclude.h"
#include "wiResourceManager.h"
#include "wiColor.h"
#include "wiFadeManager.h"
#include "wiWindowRegistration.h"
class RenderPath;
class MainComponent
{
protected:
RenderPath* activePath = nullptr;
float targetFrameRate = 60;
bool frameskip = true;
bool initialized = false;
wiFadeManager fadeManager;
float deltaTime = 0;
float deltaTimeAccumulator = 0;
wiTimer timer;
public:
virtual ~MainComponent();
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, const wiColor& fadeColor = wiColor(0,0,0,255));
inline RenderPath* GetActivePath(){ return activePath; }
// You can use this as a self-contained resource manager if you want to avoid using the wiResourceManager::GetGlobal()
wiResourceManager Content;
// 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; }
// 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)
virtual void Compose();
#ifndef WINSTORE_SUPPORT
HINSTANCE hInst = NULL;
// You need to call this before calling Run() or Initialize() if you want to render to a Win32 window handle
bool SetWindow(wiWindowRegistration::window_type window, HINSTANCE hInst = NULL);
#else
// You need to call this before calling Run() or Initialize() if you want to render to a UWP window
bool SetWindow(wiWindowRegistration::window_type window);
#endif
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;
// text size
int size = 16;
};
// display all-time engine information text
InfoDisplayer infoDisplay;
};