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- //
- // Copyright (c) 2008-2017 the Urho3D project.
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #pragma once
- #include "../Core/Object.h"
- #include "../Core/Timer.h"
- namespace Atomic
- {
- class Console;
- class DebugHud;
- /// Urho3D engine. Creates the other subsystems.
- class ATOMIC_API Engine : public Object
- {
- ATOMIC_OBJECT(Engine, Object);
- public:
- /// Construct.
- Engine(Context* context);
- /// Destruct. Free all subsystems.
- virtual ~Engine();
- /// Initialize engine using parameters given and show the application window. Return true if successful.
- bool Initialize(const VariantMap& parameters);
- /// Reinitialize resource cache subsystem using parameters given. Implicitly called by Initialize. Return true if successful.
- bool InitializeResourceCache(const VariantMap& parameters, bool removeOld = true);
- /// Run one frame.
- void RunFrame();
- /// Create the console and return it. May return null if engine configuration does not allow creation (headless mode.)
- Console* CreateConsole();
- /// Create the debug hud.
- DebugHud* CreateDebugHud();
- /// Set minimum frames per second. If FPS goes lower than this, time will appear to slow down.
- void SetMinFps(int fps);
- /// Set maximum frames per second. The engine will sleep if FPS is higher than this.
- void SetMaxFps(int fps);
- /// Set maximum frames per second when the application does not have input focus.
- void SetMaxInactiveFps(int fps);
- /// Set how many frames to average for timestep smoothing. Default is 2. 1 disables smoothing.
- void SetTimeStepSmoothing(int frames);
- /// Set whether to pause update events and audio when minimized.
- void SetPauseMinimized(bool enable);
- /// Set whether to exit automatically on exit request (window close button.)
- void SetAutoExit(bool enable);
- /// Override timestep of the next frame. Should be called in between RunFrame() calls.
- void SetNextTimeStep(float seconds);
- /// Close the graphics window and set the exit flag. No-op on iOS/tvOS, as an iOS/tvOS application can not legally exit.
- void Exit();
- /// Dump information of all resources to the log.
- void DumpResources(bool dumpFileName = false);
- /// Dump information of all memory allocations to the log. Supported in MSVC debug mode only.
- void DumpMemory();
- /// Get timestep of the next frame. Updated by ApplyFrameLimit().
- float GetNextTimeStep() const { return timeStep_; }
- /// Return the minimum frames per second.
- int GetMinFps() const { return minFps_; }
- /// Return the maximum frames per second.
- int GetMaxFps() const { return maxFps_; }
- /// Return the maximum frames per second when the application does not have input focus.
- int GetMaxInactiveFps() const { return maxInactiveFps_; }
- /// Return how many frames to average for timestep smoothing.
- int GetTimeStepSmoothing() const { return timeStepSmoothing_; }
- /// Return whether to pause update events and audio when minimized.
- bool GetPauseMinimized() const { return pauseMinimized_; }
- /// Return whether to exit automatically on exit request.
- bool GetAutoExit() const { return autoExit_; }
- /// Return whether engine has been initialized.
- bool IsInitialized() const { return initialized_; }
- /// Return whether exit has been requested.
- bool IsExiting() const { return exiting_; }
- /// Return whether the engine has been created in headless mode.
- bool IsHeadless() const { return headless_; }
- /// Send frame update events.
- void Update();
- /// Render after frame update.
- void Render();
- /// Get the timestep for the next frame and sleep for frame limiting if necessary.
- void ApplyFrameLimit();
- /// Parse the engine startup parameters map from command line arguments.
- static VariantMap ParseParameters(const Vector<String>& arguments);
- /// Return whether startup parameters contains a specific parameter.
- static bool HasParameter(const VariantMap& parameters, const String& parameter);
- /// Get an engine startup parameter, with default value if missing.
- static const Variant
- & GetParameter(const VariantMap& parameters, const String& parameter, const Variant& defaultValue = Variant::EMPTY);
- // ATOMIC BEGIN
- /// Set whether the engine is paused.
- void SetPaused(bool paused);
- /// Set whether to run the next frame even if paused (for stepping frame by frame)
- void SetRunNextPausedFrame(bool run);
- /// Return whether the engine is paused.
- bool IsPaused() const { return paused_; }
- /// Return whether to run the next frame even if paused (for stepping frame by frame)
- bool GetRunNextPausedFrame() const { return runNextPausedFrame_; }
- /// Return the engine's current framerate (updated at 1/2 second intervals)
- unsigned GetFps() const { return fps_; }
-
- bool GetDebugBuild() const;
- // ATOMIC END
- private:
- /// Handle exit requested event. Auto-exit if enabled.
- void HandleExitRequested(StringHash eventType, VariantMap& eventData);
- // ATOMIC BEGIN
- /// Handle Pause or Resume requested event.
- void HandlePauseResumeRequested(StringHash eventType, VariantMap& eventData);
- /// Handle Single Step requested event.
- void HandlePauseStepRequested(StringHash eventType, VariantMap& eventData);
- // ATOMIC END
- /// Actually perform the exit actions.
- void DoExit();
- /// Frame update timer.
- HiresTimer frameTimer_;
- /// Previous timesteps for smoothing.
- PODVector<float> lastTimeSteps_;
- /// Next frame timestep in seconds.
- float timeStep_;
- /// How many frames to average for the smoothed timestep.
- unsigned timeStepSmoothing_;
- /// Minimum frames per second.
- unsigned minFps_;
- /// Maximum frames per second.
- unsigned maxFps_;
- /// Maximum frames per second when the application does not have input focus.
- unsigned maxInactiveFps_;
- /// Pause when minimized flag.
- bool pauseMinimized_;
- #ifdef ATOMIC_TESTING
- /// Time out counter for testing.
- long long timeOut_;
- #endif
- /// Auto-exit flag.
- bool autoExit_;
- /// Initialized flag.
- bool initialized_;
- /// Exiting flag.
- bool exiting_;
- /// Headless mode flag.
- bool headless_;
- /// Audio paused flag.
- bool audioPaused_;
-
- // ATOMIC BEGIN
- /// Engine paused flag
- bool paused_;
- /// Whether to run the next frame even if paused (for stepping frame by frame)
- bool runNextPausedFrame_;
- /// Time since last fps display update
- float fpsTimeSinceUpdate_;
- /// Frames since last fps display update
- float fpsFramesSinceUpdate_;
- /// Calculated fps
- unsigned fps_;
- // ATOMIC END
-
- };
- }
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