#include "Engine.h" #include "Logging.h" #include "Variables.h" #include "Commands.h" #include "PhysicsBase.h" #include "CameraBase.h" #include "SoundBase.h" #include "ViewBase.h" #include "ModelBase.h" #include "ControllerBase.h" #include "EntityFactoryBase.h" #include "EventManager.h" #include #include #include #include #include int vasprintf (char **result, const char *format, va_list *string) { return 0; } namespace Engine { /* Globaly visible classes */ Engine* EngineInstance = NULL; /* * Inherited Module functions */ int Engine::OnInit (int argc, char* argv[]) { EngineInstance = this; mStatus = EngineStatusUndefined; /* Initialization of the base modules */ if (mLogging == NULL) mLogging = new Logging (); if (! mLogging ) { SetError ("Could not allocate memory for Logging!"); exit (-1); } mLogging->Init (argc, argv); SetStatus (EngineStatusInitializing); if (mEventManager == NULL) mEventManager = new EventManager(); mEventManager->Init (argc, argv); if (mVariables == NULL) mVariables = new Variables (); if (! mVariables ) { SetError ("Could not allocate memory for Variables!"); exit (-1); } mVariables->Init (argc, argv); if (mCommands == NULL) mCommands = new Commands (); if (! mCommands ) { SetError ("Could not allocate memory for Commands!"); exit (-1); } mCommands->Init (argc, argv); // Initialize the SDL LogDebug ("Initializing SDL"); if ( SDL_Init ( SDL_INIT_VIDEO | SDL_INIT_AUDIO ) < 0) { LogError ("Error initializing SDL: %s", SDL_GetError ()); exit (-1); } SDL_WM_SetCaption("Engine Initializing","Engine Initializing"); /* Sound */ mSoundManager = new SoundBase(); mSoundManager->Init (argc, argv); /* Model */ if (mModel == NULL) mModel = new ModelBase (); if (! mModel ) { SetError ("Could not allocate memory for Model!"); exit (-1); } /* Initialization of the modules for the model */ if (mEntityFactory == NULL) mEntityFactory = new EntityFactoryBase; mModel->mEntityFactory = mEntityFactory; /* Physics */ if (mPhysics == NULL) { mPhysics = new PhysicsBase (); if (! mPhysics ) { SetError ("Could not allocate memory for Physics!"); exit (-1); } } mModel->mPhysics = mPhysics; mEntityFactory->Init (argc, argv); mModel->mPhysics->Init (argc, argv); mModel->Init (argc, argv); /* View */ if (mView == NULL) mView = new ViewBase (); if (! mView ) { SetError ("Could not allocate memory for View!"); exit (-1); } mView->mCamera = new CameraBase (); mView->mCamera->Init (argc, argv); mView->mModel = mModel; mView->Init (argc, argv); /* Controller */ if (mController == NULL) mController = new ControllerBase (); if (! mController ) { SetError ("Could not allocate memory for Controller!"); exit (-1); } mController->mModel = mModel; mController->mView = mView; mController->Init (argc, argv); /* Now register the commands */ mLogging->RegisterCommands (); mVariables->RegisterCommands (); mCommands->RegisterCommands (); mModel->mPhysics->RegisterCommands (); mModel->RegisterCommands (); mView->mCamera->RegisterCommands (); mView->RegisterCommands (); mController->RegisterCommands (); RegisterCommands (); /* Now we are done */ SetStatus (EngineStatusInitialized); return 0; } void Engine::OnDestroy () { SetStatus (EngineStatusDestroying); if (mSoundManager) { mSoundManager->Destroy(); delete mSoundManager; mSoundManager = NULL; } // Quit the SDL SDL_Quit (); if (mController) { mController->Destroy (); delete mController; mController = NULL; } if (mView) { if (mView->mCamera ) { mView->mCamera->Destroy (); delete mView->mCamera; } mView->Destroy (); delete mView; mView = NULL; } if (mModel) { mModel->Destroy (); if (mModel->mPhysics ) { mModel->mPhysics->Destroy (); delete mModel->mPhysics; } delete mModel; mModel = NULL; } if (mCommands) { mCommands->Destroy (); delete mCommands; mCommands = NULL; } if (mVariables) { mVariables->Destroy (); delete mVariables; mVariables = NULL; } SetStatus (EngineStatusStopped); if (mEventManager) { mEventManager->Destroy(); delete mEventManager; mEventManager = NULL; } if (mLogging) { mLogging->Destroy (); delete mLogging; mLogging = NULL; } mStatus = EngineStatusUndefined; EngineInstance = NULL; } /* * Module specific functions */ void Engine::SetStatus (EngineStatus new_status) { LogDebug ("EngineStatus Change: '%s' -> '%s'", GetStringEngineStatus(mStatus), GetStringEngineStatus(new_status)); // LogDebug ("EngineStatus Change: '%d' -> '%d'", mStatus, new_status); mStatus = new_status; } EngineStatus Engine::GetStatus () { return mStatus; } void Engine::OnMainLoop () { SetStatus (EngineStatusRunning); while (mStatus == EngineStatusRunning) { mController->Process (); mCommands->QueueExecute (); mEventManager->Process(); mModel->UpdateTimer (); mModel->Process (); mController->IMGUIPrepare(); mView->Draw (); mController->IMGUIFinish(); } } void Engine::SetError (const char* str, ...) { static char msg[LOG_MAX_MESSAGE_LENGTH]; static int last_length = LOG_MAX_MESSAGE_LENGTH; int i; for (i = 0; i < last_length; i++) msg[i] = 0; va_list ap; va_start(ap, str); vsprintf(msg, str, ap); va_end(ap); mErrorString = msg; last_length = strlen (msg); } const char* Engine::GetError () { return mErrorString.c_str(); } /* * Global functions */ void EngineSetError (const char* str, ...) { if (EngineInstance == NULL) { std::cerr << "Error: Engine Instance not yet initialized!" << std::endl; assert (0); } static char msg[LOG_MAX_MESSAGE_LENGTH]; static int last_length = LOG_MAX_MESSAGE_LENGTH; int i; for (i = 0; i < last_length; i++) msg[i] = 0; va_list ap; va_start(ap, str); vsprintf(msg, str, ap); va_end(ap); EngineInstance->SetError (msg); last_length = strlen (msg); } const char* EngineGetError () { if (EngineInstance == NULL) { std::cerr << "Error: Engine Instance not yet initialized!" << std::endl; assert (0); } return EngineInstance->GetError (); } void EngineSetStatus (const EngineStatus status) { if (EngineInstance == NULL) { std::cerr << "Error: Engine Instance not yet initialized!" << std::endl; assert (0); } EngineInstance->SetStatus (status); } EngineStatus EngineGetStatus () { if (EngineInstance == NULL) { std::cerr << "Error: Engine Instance not yet initialized!" << std::endl; assert (0); } return EngineInstance->GetStatus (); } ModelBase* EngineGetModel () { if (EngineInstance == NULL) { std::cerr << "Error: Engine Instance not yet initialized!" << std::endl; assert (0); } return EngineInstance->GetModel(); } ViewBase* EngineGetView () { if (EngineInstance == NULL) { std::cerr << "Error: Engine Instance not yet initialized!" << std::endl; assert (0); } return EngineInstance->GetView(); } ControllerBase* EngineGetController () { if (EngineInstance == NULL) { std::cerr << "Error: Engine Instance not yet initialized!" << std::endl; assert (0); } return EngineInstance->GetController(); } }