xmario/xSDL/xApplication.h

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#ifndef DEF_XENGINE_H
#define DEF_XENGINE_H
#include "SDL.h"
#include "SDL_image.h"
#include <vector>
#include <set>
#include <string>
#include <mutex>
#include <thread>
#include <stdexcept>
#include "xDrawable.h"
#include "xController.h"
#include "xOrchestrable.h"
using namespace std;
enum xAppState {
RUNNING,
STOPPING,
STOPPED
};
class xApplication{
public:
/** Singleton */
static xApplication* create(const char *t, int w, int h);
static xApplication* get();
~xApplication();
SDL_Window *window();
SDL_Renderer *renderer();
void setBackground(Uint8 r=0xff, Uint8 g=0xff, Uint8 b=0xff, Uint8 a=0xff);
bool setImage(const char *url);
// bool collide(SDL_Rect a, SDL_Rect b, vector<bool>& cols); // Collision entre 2 SDL_Rect
// bool hit(xSprite *current, int movex=0, int movey=0); // Gestion des collisions
// bool hit(string current, int movex=0, int movey=0); // Gestion des collisions
/** scene */
void push(xDrawable* sprite);
void pull(xDrawable *sprite);
void clear();
void render();
// manage main loop and thread loops
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void setFps(const uint32_t fps=0);
void schedule();
// manage orchestrables
void addOrchestrable(xOrchestrable* o);
void removeOrchestrable(xOrchestrable* o);
xAppState state;
private:
/** Singleton */
xApplication(const char *t, int w, int h);
static xApplication* _instance;
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void syncFps();
// fps management
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uint32_t _lasttick { 0 };
uint32_t _fpstime { (int) 1000.0/60 };
// event management
xController _controller;
// sprites
set<xDrawable*> _sprites;
// execution pool
set<xOrchestrable*> _orchestrables;
// sdl objects
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SDL_Window *_window { NULL };
SDL_Rect _winrect { 0, 0, 0, 0 };
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SDL_Renderer *_renderer { NULL };
SDL_Texture *_texture { NULL };
// thread safety
mutex _mutex_draw;
mutex _mutex_orchestrate;
};
#endif