SimpleEngine/include/simpleengine/game.h

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#pragma once
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#include <chrono>
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#include <string>
#include <memory>
#include <vector>
#ifdef __linux__
#include <GL/glew.h>
#else
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#include <gl/glew.h>
#endif
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#include <GLFW/glfw3.h>
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#include "event/event.h"
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#include "simpleengine/renderable.h"
namespace simpleengine {
class Game {
private:
using self = simpleengine::Game;
public:
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/**
* @brief Construct a new Game object. Initializes GLEW and OpenGL
*
* @param w Width of viewport
* @param h Height of viewport
* @param window_name The name of the window
*/
Game(int w, int h, const std::string& window_name, const int& gl_profile = GLFW_OPENGL_CORE_PROFILE, const int& major_version = 4,
const int& minor_version = 4, const bool& resizeable = false, const int& forward_compat = GL_TRUE);
virtual ~Game();
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void enable_default_gl_options() const;
void enable_gl_option(GLenum option) const;
void add_event(std::shared_ptr<simpleengine::Event> event);
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void add_renderable(std::shared_ptr<simpleengine::Renderable> renderable_event);
void set_fps_limit(const int& fps_limit);
void set_enable_vsync(const bool& enabled);
void update(const float& delta_time);
void handle_input(const float& delta_time);
void render_window(const float& delta_time);
void render_items(const float& delta_time);
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void exit();
int run();
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//void AddEvent(Event* event);
GLFWwindow* get_window();
private:
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static void framebuffer_resize_callback(GLFWwindow*, int fbW, int fbH);
void initialize(const int& gl_profile, const int& major_version, const int& minor_version,
const bool& resizeable, const int& forward_compat = GL_TRUE);
GLFWwindow* window;
std::vector<std::shared_ptr<simpleengine::Event>> events;
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std::vector<std::shared_ptr<simpleengine::Renderable>> renderable_events;
const bool& window_resizeable;
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// FPS related stuff
void update_enabled_vsync() const;
void limit_framerate(const float& delta_time) const; // Triggered at the end of a draw to help limit the FPS to `fps_limit`.
int fps_limit;
bool enable_vsync;
float get_delta_time();
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std::chrono::high_resolution_clock::time_point last_frame_time;
};
}