250 lines
9.3 KiB
C++
250 lines
9.3 KiB
C++
//----------------------------------------------------------------------------//
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// //
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// ozz-animation is hosted at http://github.com/guillaumeblanc/ozz-animation //
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// and distributed under the MIT License (MIT). //
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// //
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// Copyright (c) Guillaume Blanc //
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// //
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// Permission is hereby granted, free of charge, to any person obtaining a //
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// copy of this software and associated documentation files (the "Software"), //
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// to deal in the Software without restriction, including without limitation //
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// the rights to use, copy, modify, merge, publish, distribute, sublicense, //
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// and/or sell copies of the Software, and to permit persons to whom the //
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// Software is furnished to do so, subject to the following conditions: //
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// //
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// The above copyright notice and this permission notice shall be included in //
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// all copies or substantial portions of the Software. //
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// //
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR //
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, //
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL //
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// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER //
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING //
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER //
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// DEALINGS IN THE SOFTWARE. //
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// //
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//----------------------------------------------------------------------------//
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#ifndef OZZ_SAMPLES_FRAMEWORK_APPLICATION_H_
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#define OZZ_SAMPLES_FRAMEWORK_APPLICATION_H_
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#include <cstddef>
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#include "ozz/base/containers/string.h"
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#include "ozz/base/memory/unique_ptr.h"
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namespace ozz {
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namespace math {
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struct Box;
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struct Float2;
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struct Float3;
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struct Float4x4;
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} // namespace math
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namespace sample {
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class ImGui;
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class Renderer;
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class Record;
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namespace internal {
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class ImGuiImpl;
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class RendererImpl;
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class Camera;
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class Shooter;
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} // namespace internal
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// Screen resolution settings.
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struct Resolution {
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int width;
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int height;
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};
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class Application {
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public:
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// Creates a window and initialize GL context.
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// Any failure during initialization or loop execution will be silently
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// handled, until the call to ::Run that will return EXIT_FAILURE.
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Application();
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// Destroys the application. Cleans up everything.
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virtual ~Application();
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// Runs application main loop.
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// Caller must provide main function arguments, as well as application version
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// and usage strings.
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// Returns EXIT_SUCCESS if the application exits due to user request, or
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// EXIT_FAILURE if an error occurred during initialization or the main loop.
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// Only one application can be run at a time, otherwise EXIT_FAILURE is
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// returned.
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int Run(int _argc, const char** _argv, const char* _version,
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const char* _title);
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protected:
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// Allows application to convert from world space to screen coordinates.
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math::Float2 WorldToScreen(const math::Float3& _world) const;
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private:
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// Provides initialization event to the inheriting application. Called while
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// the help screen is being displayed.
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// OnInitialize can return false which will in turn skip the display loop and
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// exit the application with EXIT_FAILURE. Note that OnDestroy is called in
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// any case.
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virtual bool OnInitialize();
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// Provides de-initialization event to the inheriting application.
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// OnDestroy is called even if OnInitialize failed and returned an error.
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virtual void OnDestroy();
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// Provides update event to the inheriting application.
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// _dt is the elapsed time (in seconds) since the last update.
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// _time is application time including scaling (aka accumulated _dt).
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// OnUpdate can return false which will in turn stop the loop and exit the
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// application with EXIT_FAILURE. Note that OnDestroy is called in any case.
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virtual bool OnUpdate(float _dt, float _time);
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// Provides immediate mode gui display event to the inheriting application.
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// This function is called in between the OnDisplay and swap functions.
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// OnGui can return false which will in turn stop the loop and exit the
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// application with EXIT_FAILURE. Note that OnDestroy is called in any case.
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virtual bool OnGui(ImGui* _im_gui);
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// Provides immediate mode floating gui display event to the inheriting
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// application. Floating gui allows to render a Gui anywere one screen. User
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// must provide the form. OnFloatingGui can return false which will in turn
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// stop the loop and exit the application with EXIT_FAILURE. Note that
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// OnDestroy is called in any case.
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virtual bool OnFloatingGui(ImGui* _im_gui);
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// Provides display event to the inheriting application.
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// This function is called in between the clear and swap functions.
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// OnDisplay can return false which will in turn stop the loop and exit the
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// application with EXIT_FAILURE. Note that OnDestroy is called in any case.
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virtual bool OnDisplay(Renderer* _renderer);
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// Initial camera values. These will only be considered if function returns
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// true;
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virtual bool GetCameraInitialSetup(math::Float3* _center,
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math::Float2* _angles,
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float* _distance) const;
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// Allows the inheriting application to override camera location.
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// Application should return true (false by default) if it wants to override
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// Camera location, and fills in this case _transform matrix.
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// This function is never called before a first OnUpdate.
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virtual bool GetCameraOverride(math::Float4x4* _transform) const;
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// Requires the inheriting application to provide scene bounds. It is used by
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// the camera to frame all the scene.
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// This function is never called before a first OnUpdate.
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// If _bound is set to "invalid", then camera won't be updated.
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virtual void GetSceneBounds(math::Box* _bound) const;
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// Implements framework internal loop function.
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bool Loop();
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// This callback has to forward loop call to OneLoop private function.
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friend void OneLoopCbk(void*);
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// Implements framework internal one iteration loop function.
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enum LoopStatus {
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kContinue, // Can continue with next loop.
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kBreak, // Should stop looping (ex: exit).
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kBreakFailure, // Should stop looping because something went wrong.
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};
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LoopStatus OneLoop(int _loops);
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// Implements framework internal idle function.
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// Returns the value returned by OnIdle or from an internal issue.
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bool Idle(bool _first_frame);
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// Implements framework internal display callback.
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// Returns the value returned by OnDisplay or from an internal issue.
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bool Display();
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// Implements framework internal gui callback.
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// Returns the value returned by OnGui or from an internal error.
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bool Gui();
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// Implements framework gui rendering.
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bool FrameworkGui();
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// Implements framework glfw window reshape callback.
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static void ResizeCbk(int _width, int _height);
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// Implements framework glfw window close callback.
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static int CloseCbk();
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// Get README.md for content to display it in the help ui.
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void ParseReadme();
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// Disallow copy and assignment.
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Application(const Application& _application);
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void operator=(const Application& _application);
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// A pointer to the current, and only, running application.
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static Application* application_;
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// Application exit request.
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bool exit_;
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// Update time freeze state.
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bool freeze_;
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// Fixes update rat to a fixed value, instead of real_time.
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bool fix_update_rate;
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// Fixed update rate, only applies to application update dt, not the real fps.
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float fixed_update_rate;
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// Update time scale factor.
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float time_factor_;
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// Current application time, including scaling and freezes..
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float time_;
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// Last time the idle function was called, in seconds.
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// This is a double value in order to maintain enough accuracy when the
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// application is running since a long time.
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double last_idle_time_;
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// The camera object used by the application.
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unique_ptr<internal::Camera> camera_;
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// The screen shooter object used by the application.
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unique_ptr<internal::Shooter> shooter_;
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// Set to true to display help.
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bool show_help_;
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bool vertical_sync_; // On by default.
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int swap_interval_;
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// Grid display settings.
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bool show_grid_;
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bool show_axes_;
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// Capture settings.
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bool capture_video_;
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bool capture_screenshot_;
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// The renderer utility object used by the application.
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unique_ptr<internal::RendererImpl> renderer_;
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// Immediate mode gui interface.
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unique_ptr<internal::ImGuiImpl> im_gui_;
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// Timing records.
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unique_ptr<Record> fps_;
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unique_ptr<Record> update_time_;
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unique_ptr<Record> render_time_;
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// Current screen resolution.
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Resolution resolution_;
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// Help message.
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ozz::string help_;
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};
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} // namespace sample
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} // namespace ozz
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#endif // OZZ_SAMPLES_FRAMEWORK_APPLICATION_H_
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