BsCoreApplication.h 3.2 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
  45. */
  46. RenderWindowPtr getPrimaryWindow() const { return mPrimaryWindow; }
  47. /**
  48. * @brief Loads a plugin.
  49. *
  50. * @param pluginName Name of the plugin to load, without extension.
  51. * @param [out] library Specify as not null to receive a reference to
  52. * the loaded library.
  53. * @param passThrough Optional parameter that will be passed to the loadPlugin function.
  54. *
  55. * @returns Value returned from the plugin start-up method.
  56. */
  57. void* loadPlugin(const String& pluginName, DynLib** library = nullptr, void* passThrough = nullptr);
  58. /**
  59. * @brief Unloads a previously loaded plugin.
  60. */
  61. void unloadPlugin(DynLib* library);
  62. /**
  63. * @brief Calls the shutdown method on the plugin.
  64. *
  65. * @note This is separate from "unload" method and should be called
  66. * before unload.
  67. */
  68. void shutdownPlugin(DynLib* library);
  69. protected:
  70. /**
  71. * @brief Called for each iteration of the main loop.
  72. */
  73. virtual void update();
  74. private:
  75. /**
  76. * @brief Called when the frame finishes rendering.
  77. */
  78. void frameRenderingFinishedCallback();
  79. /**
  80. * @brief Called by the core thread to begin profiling.
  81. */
  82. void beginCoreProfiling();
  83. /**
  84. * @brief Called by the core thread to end profiling.
  85. */
  86. void endCoreProfiling();
  87. private:
  88. typedef void(*UpdatePluginFunc)();
  89. RenderWindowPtr mPrimaryWindow;
  90. DynLib* mRendererPlugin;
  91. Map<DynLib*, UpdatePluginFunc> mPluginUpdateFunctions;
  92. bool mIsFrameRenderingFinished;
  93. BS_MUTEX(mFrameRenderingFinishedMutex);
  94. BS_THREAD_SYNCHRONISER(mFrameRenderingFinishedCondition);
  95. volatile bool mRunMainLoop;
  96. };
  97. /**
  98. * @brief Provides easy access to primary entry point for the engine.
  99. */
  100. BS_CORE_EXPORT CoreApplication& gCoreApplication();
  101. }