BsCoreApplication.h 4.0 KB

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  1. #pragma once
  2. #include "BsCorePrerequisites.h"
  3. #include "BsModule.h"
  4. #include "BsCoreThreadAccessor.h"
  5. #include "BsRenderWindow.h"
  6. #include "BsEvent.h"
  7. namespace BansheeEngine
  8. {
  9. /**
  10. * @brief Structure containing parameters for starting the application.
  11. */
  12. struct START_UP_DESC
  13. {
  14. String renderSystem; /**< Name of the render system plugin to use. */
  15. String renderer; /**< Name of the renderer plugin to use. */
  16. String input; /**< Name of the input plugin to use. */
  17. RENDER_WINDOW_DESC primaryWindowDesc; /**< Describes the window to create during start-up. */
  18. Vector<String> importers; /**< A list of importer plugins to load. */
  19. };
  20. /**
  21. * @brief Represents the primary entry point for the core systems. Handles
  22. * start-up, shutdown, primary loop and allows you to load and unload
  23. * plugins.
  24. *
  25. * @note Sim thread only.
  26. */
  27. class BS_CORE_EXPORT CoreApplication : public Module<CoreApplication>
  28. {
  29. public:
  30. CoreApplication(START_UP_DESC& desc);
  31. virtual ~CoreApplication();
  32. /**
  33. * @brief Executes the main loop. This will update your components and modules, queue objects
  34. * for rendering and run the simulation. Usually called immediately after startUp().
  35. *
  36. * This will run infinitely until stopMainLoop is called (usually from another thread or internally).
  37. */
  38. void runMainLoop();
  39. /**
  40. * @brief Stops a (infinite) main loop from running. The loop will complete its current cycle before stopping.
  41. */
  42. void stopMainLoop();
  43. /**
  44. * @brief Returns the main window that was created on application start-up.
  45. */
  46. RenderWindowPtr getPrimaryWindow() const { return mPrimaryWindow; }
  47. /**
  48. * @brief Returns the id of the simulation thread.
  49. *
  50. * @note Thread safe.
  51. */
  52. BS_THREAD_ID_TYPE getSimThreadId() { return mSimThreadId; }
  53. /**
  54. * @brief Loads a plugin.
  55. *
  56. * @param pluginName Name of the plugin to load, without extension.
  57. * @param [out] library Specify as not null to receive a reference to
  58. * the loaded library.
  59. * @param passThrough Optional parameter that will be passed to the loadPlugin function.
  60. *
  61. * @returns Value returned from the plugin start-up method.
  62. */
  63. void* loadPlugin(const String& pluginName, DynLib** library = nullptr, void* passThrough = nullptr);
  64. /**
  65. * @brief Unloads a previously loaded plugin.
  66. */
  67. void unloadPlugin(DynLib* library);
  68. /**
  69. * @brief Calls the shutdown method on the plugin.
  70. *
  71. * @note This is separate from "unload" method and should be called
  72. * before unload.
  73. */
  74. void shutdownPlugin(DynLib* library);
  75. protected:
  76. /**
  77. * @copydoc Module::onStartUp
  78. */
  79. virtual void onStartUp() override;
  80. /**
  81. * @brief Called for each iteration of the main loop. Called before any game objects or plugins are updated.
  82. */
  83. virtual void preUpdate();
  84. /**
  85. * @brief Called for each iteration of the main loop. Called after all game objects and plugins are updated.
  86. */
  87. virtual void postUpdate();
  88. /**
  89. * @brief Returns a handler that is used for resolving shader include file paths.
  90. */
  91. virtual ShaderIncludeHandlerPtr getShaderIncludeHandler() const;
  92. private:
  93. /**
  94. * @brief Called when the frame finishes rendering.
  95. */
  96. void frameRenderingFinishedCallback();
  97. /**
  98. * @brief Called by the core thread to begin profiling.
  99. */
  100. void beginCoreProfiling();
  101. /**
  102. * @brief Called by the core thread to end profiling.
  103. */
  104. void endCoreProfiling();
  105. private:
  106. typedef void(*UpdatePluginFunc)();
  107. RenderWindowPtr mPrimaryWindow;
  108. START_UP_DESC mStartUpDesc;
  109. DynLib* mRendererPlugin;
  110. Map<DynLib*, UpdatePluginFunc> mPluginUpdateFunctions;
  111. bool mIsFrameRenderingFinished;
  112. BS_MUTEX(mFrameRenderingFinishedMutex);
  113. BS_THREAD_SYNCHRONISER(mFrameRenderingFinishedCondition);
  114. BS_THREAD_ID_TYPE mSimThreadId;
  115. volatile bool mRunMainLoop;
  116. };
  117. /**
  118. * @brief Provides easy access to primary entry point for the engine.
  119. */
  120. BS_CORE_EXPORT CoreApplication& gCoreApplication();
  121. }