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xn65/includes/xna/game/game.hpp

99 lines
3.9 KiB
C++

#ifndef XNA_GAME_GAME_HPP
#define XNA_GAME_GAME_HPP
#include "../default.hpp"
#include "time.hpp"
namespace xna {
//Provides basic graphics device initialization, game logic, and rendering code.
class Game : public std::enable_shared_from_this<Game> {
public:
Game();
//Gets the collection of GameComponents owned by the game.
sptr<GameComponentCollection> Components() const;
//Gets or sets the current ContentManager.
sptr<ContentManager> Content() const;
//Gets or sets the current ContentManager.
void Content(sptr<ContentManager> const& value);
//Gets the current GraphicsDevice.
sptr<GraphicsDevice> Device() const;
//Gets or sets a value indicating whether to use fixed time steps.
//The default value for IsFixedTimeStep is true.
constexpr bool IsFixedTimeStep() const { return isFixedTimeStep; }
//Gets or sets a value indicating whether to use fixed time steps.
//The default value for IsFixedTimeStep is true.
void IsFixedTimeStep(bool value);
//Gets or sets a value indicating whether the mouse cursor should be visible.
bool IsMouseVisible() const;
//Gets or sets a value indicating whether the mouse cursor should be visible.
void IsMouseVisible(bool value);
//Gets the GameServiceContainer holding all the service providers attached to the Game.
sptr<GameServiceContainer> Services();
//Gets or sets the target time between calls to Update when IsFixedTimeStep is true.
constexpr TimeSpan TargetElapsedTime() const { return targetElapsedTime; }
//Gets or sets the target time between calls to Update when IsFixedTimeStep is true.
void TargetElapsedTime(TimeSpan const& value);
//Gets the underlying operating system window.
sptr<GameWindow> Window();
//Exits the game.
void Exit();
//Resets the elapsed time counter.
void ResetElapsedTime() const;
//Call this method to initialize the game, begin running the game loop, and start processing events for the game.
int Run();
//Run the game through what would happen in a single tick of the game clock; this method is designed for debugging only.
void RunOneFrame();
//Updates the game's clock and calls Update and Draw.
void Tick();
void EnableGameComponents(bool value);
void AttachGraphicsDevice(sptr<GraphicsDevice> const& graphicsDevice);
void ResizeWindow(int width, int heigth);
protected:
//Starts the drawing of a frame. This method is followed by calls to Draw and EndDraw.
virtual void BeginDraw(){}
//Called after all components are initialized but before the first update in the game loop.
virtual void BeginRun() {};
//Called when the game determines it is time to draw a frame.
virtual void Draw(GameTime const& gameTime);
//Ends the drawing of a frame. This method is preceeded by calls to Draw and BeginDraw.
virtual void EndDraw() {}
//Called after the game loop has stopped running before exiting.
virtual void EndRun() {};
//Called after the Game and GraphicsDevice are created, but before LoadContent.
virtual void Initialize();
//Called when graphics resources need to be loaded.
virtual void LoadContent(){}
//Called when the game has determined that game logic needs to be processed.
virtual void Update(GameTime const& gameTime);
private:
int StartGameLoop();
private:
friend class GraphicsDeviceManager;
sptr<GameComponentCollection> gameComponents = nullptr;
sptr<GameWindow> gameWindow{ nullptr };
sptr<AudioEngine> audioEngine = nullptr;
sptr<ContentManager> contentManager;
std::vector<sptr<IGameComponent>> drawableGameComponents;
size_t drawableGameComponentsCount{ 0 };
bool enabledGameComponents{ false };
GameTime currentGameTime{};
bool isFixedTimeStep{ true };
TimeSpan targetElapsedTime{ TimeSpan::FromTicks(166667L) };
bool isRunning{ false };
sptr<GameServiceContainer> services = nullptr;
sptr<GraphicsDevice> graphicsDevice = nullptr;
public:
struct PlatformImplementation;
uptr<PlatformImplementation> impl = nullptr;
};
}
#endif