// // Copyright (c) 2010-2011 Matthew Jack and Doug Binks // // This software is provided 'as-is', without any express or implied // warranty. In no event will the authors be held liable for any damages // arising from the use of this software. // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it // freely, subject to the following restrictions: // 1. The origin of this software must not be misrepresented; you must not // claim that you wrote the original software. If you use this software // in a product, an acknowledgment in the product documentation would be // appreciated but is not required. // 2. Altered source versions must be plainly marked as such, and must not be // misrepresented as being the original software. // 3. This notice may not be removed or altered from any source distribution. #pragma once #ifndef GAME_INCLUDED #define GAME_INCLUDED #include "../../RuntimeCompiler/IFileChangeNotifier.h" #include "../../RuntimeObjectSystem/ObjectInterface.h" #include "../../RuntimeObjectSystem/IObjectFactorySystem.h" #include "../../RuntimeObjectSystem/IRuntimeObjectSystem.h" #include "../../RuntimeObjectSystem/RuntimeProtector.h" #include "../../RuntimeCompiler/AUArray.h" #include "../../Systems/IGame.h" #include #include #include #include #ifdef _WIN32 #define WIN32_LEAN_AND_MEAN #include #endif class Console; class Environment; class RocketLibSystemRenderInterfaceOpenGL; class RocketLibSystemSystemInterface; class AURenderContext; struct ICameraControl; struct ILightingControl; typedef int AUEntityId; struct IEntitySystem; class Game : public IGame, public IObjectFactoryListener, public ITestBuildNotifier { public: Game(); virtual ~Game(); bool Init(); void Run(); void Shutdown(); void MainLoop(); // Called by libRocket and CompilerLogger // IObjectFactoryListener virtual void OnConstructorsAdded(); // ~IObjectFactoryListener // IGame virtual void Reset(); virtual void Restart(); virtual void ToggleConsoleGUI(); virtual void Exit(); virtual void GetWindowSize( float& width, float& height ) const; virtual void SetSpeed( float speed ); virtual void RunRCCppTests( bool bTestFileTracking ); // ~IGame virtual bool TestBuildCallback(const char* file, TestBuildResult type); virtual bool TestBuildWaitAndUpdate(); private: void RocketLibInit(); void RocketLibUpdate(); void RocketLibShutdown(); void RenderWorld(); void InitObjects(); void DeleteObjects(); void ResetGame(); void InitStoredObjectPointers(); // Get or refresh our stored pointers to runtime objects bool ProtectedUpdate(AUDynArray &entities, float fDeltaTime); // Private Members Console* m_pConsole; Environment* m_pEnv; Rocket::Core::Context* m_pRocketContext; RocketLibSystemRenderInterfaceOpenGL* m_pOpenGLRenderer; RocketLibSystemSystemInterface* m_pSystemInterface; AURenderContext* m_pRenderContext; bool m_bRenderError; ICameraControl* m_pCameraControl; ILightingControl* m_pLightingControl; double m_fLastUpdateSessionTime; double m_CompileStartedTime; float m_GameSpeed; // Local class definition for handling protected update class EntityUpdateProtector : public RuntimeProtector { public: AUDynArray entities; float fDeltaTime; IEntitySystem* pEntitySystem; private: virtual void ProtectedFunc(); }; EntityUpdateProtector m_EntityUpdateProtector; }; #endif // GAME_INCLUDED