engine/include/application.h

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#ifndef ENGINE_INCLUDE_APPLICATION_H_
#define ENGINE_INCLUDE_APPLICATION_H_
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#include <filesystem>
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#include <memory>
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#include <string>
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#include <unordered_map>
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#include "gfx.h"
#include "input_manager.h"
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#include "renderer.h"
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#include "resource_manager.h"
#include "scene_manager.h"
#include "window.h"
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namespace engine {
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class Application {
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public:
struct Configuration {
bool enable_frame_limiter;
};
const char* const app_name;
const char* const app_version;
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Application(const char* app_name, const char* app_version, gfx::GraphicsSettings graphics_settings, Configuration configuration);
~Application();
Application(const Application&) = delete;
Application& operator=(const Application&) = delete;
/* resource stuff */
template <typename T>
void RegisterResourceManager()
{
size_t hash = typeid(T).hash_code();
assert(resource_managers_.contains(hash) == false && "Registering resource manager type more than once.");
resource_managers_.emplace(hash, std::make_unique<ResourceManager<T>>());
}
template <typename T>
std::shared_ptr<T> AddResource(const std::string& name, std::unique_ptr<T>&& resource)
{
auto resource_manager = GetResourceManager<T>();
return resource_manager->Add(name, std::move(resource));
}
template <typename T>
std::shared_ptr<T> GetResource(const std::string& name)
{
auto resource_manager = GetResourceManager<T>();
return resource_manager->Get(name);
}
/* methods */
void GameLoop();
void SetFrameLimiter(bool on) { configuration_.enable_frame_limiter = on; }
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/* getters */
Window* window() { return window_.get(); }
InputManager* input_manager() { return input_manager_.get(); }
SceneManager* scene_manager() { return scene_manager_.get(); }
Renderer* renderer() { return renderer_.get(); }
std::string GetResourcePath(const std::string relative_path) const { return (resources_path_ / relative_path).string(); }
std::vector<Line> debug_lines{};
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private:
std::unique_ptr<Window> window_;
std::unique_ptr<InputManager> input_manager_;
std::unique_ptr<Renderer> renderer_;
std::unordered_map<size_t, std::unique_ptr<IResourceManager>> resource_managers_{};
std::filesystem::path resources_path_;
// Most resources and class instances in the game exist in this object
std::unique_ptr<SceneManager> scene_manager_;
Configuration configuration_;
template <typename T>
ResourceManager<T>* GetResourceManager()
{
size_t hash = typeid(T).hash_code();
auto it = resource_managers_.find(hash);
if (it == resource_managers_.end()) {
throw std::runtime_error("Cannot find resource manager.");
}
auto ptr = it->second.get();
auto casted_ptr = dynamic_cast<ResourceManager<T>*>(ptr);
assert(casted_ptr != nullptr);
return casted_ptr;
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}
};
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} // namespace engine
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#endif