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Application.cpp
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192 lines (151 loc) · 3.54 KB
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#include "Application.h"
#include "Brofiler.h"
Application::Application()
{
window = new ModuleWindow(this);
input = new ModuleInput(this);
audio = new ModuleAudio(this, true);
scene_intro = new ModuleSceneIntro(this);
renderer3D = new ModuleRenderer3D(this);
camera = new ModuleEditorCam(this);
gui = new ModuleGui(this);
importer = new ModuleImporter(this);
resources = new ModuleResources(this);
json = new ModuleJSON(this);
fs = new ModuleFS(this);
// The order of calls is very important!
// Modules will Init() Start() and Update in this order
// They will CleanUp() in reverse order
// Main Modules
AddModule(window);
AddModule(input);
AddModule(audio);
AddModule(importer);
AddModule(json);
AddModule(gui);
AddModule(resources);
AddModule(fs);
AddModule(camera);
// Scenes
AddModule(scene_intro);
// Renderer last!
AddModule(renderer3D);
}
Application::~Application()
{
p2List_item<Module*>* item = list_modules.getLast();
while(item != NULL)
{
delete item->data;
item = item->prev;
}
}
bool Application::Init()
{
bool ret = true;
dtmod = 1.0f;
// Call Init() in all modules
config = json->OpenFile("config.json", SETTINGS_BASE_PATH);
p2List_item<Module*>* item = list_modules.getFirst();
if (!config) return false; // early exit if config cannot be loaded nor created
else LoadModules();
while(item != NULL && ret == true)
{
ret = item->data->Init();
item = item->next;
}
// After all Init calls we call Start() in all modules
gui->app_log.AddLog("Application Start --------------\n");
item = list_modules.getFirst();
while(item != NULL && ret == true)
{
ret = item->data->Start();
item = item->next;
}
ms_timer.Start();
return ret;
}
void Application::PrepareUpdate()
{
dt = ((float)ms_timer.Read() / 1000.0f) / dtmod;
gui->Fps_app_data(dt);
ms_timer.Start();
}
// ---------------------------------------------
void Application::FinishUpdate()
{
}
// Call PreUpdate, Update and PostUpdate on all modules
update_status Application::Update()
{BROFILER_FRAME("Game")
update_status ret = UPDATE_CONTINUE;
PrepareUpdate();
p2List_item<Module*>* item = list_modules.getFirst();
while(item != NULL && ret == UPDATE_CONTINUE)
{
ret = item->data->PreUpdate(dt);
item = item->next;
}
item = list_modules.getFirst();
while(item != NULL && ret == UPDATE_CONTINUE)
{
ret = item->data->Update(dt);
item = item->next;
}
item = list_modules.getFirst();
while(item != NULL && ret == UPDATE_CONTINUE)
{
ret = item->data->PostUpdate(dt);
item = item->next;
}
FinishUpdate();
return ret;
}
bool Application::CleanUp()
{
SaveModules();
config->Save();
config->CleanUp();
bool ret = true;
p2List_item<Module*>* item = list_modules.getLast();
while(item != NULL && ret == true)
{
ret = item->data->CleanUp();
item = item->prev;
}
return ret;
}
void Application::AddModule(Module* mod)
{
list_modules.add(mod);
}
float Application::Getdt() {
return dtmod;
}
void Application::Changedt(float newdt) {
dtmod = newdt;
}
void Application::SaveModules()
{
config->WriteBool("empty", false);
p2List_item<Module*>* item = list_modules.getLast();
while (item)
{
item->data->Save(*config);
item = item->prev;
}
}
void Application::LoadModules()
{
bool empty_config = config->ReadBool("empty");
if (!empty_config) {
p2List_item<Module*>* item = list_modules.getLast();
while (item)
{
item->data->Load(*config);
item = item->prev;
}
}
else
gui->app_log.AddLog("empty config file! the engine will start with default values\n");
}