/**************************************************************************** Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #ifndef __gameapplication_H__ #define __gameapplication_H__ #include "feature_fwd_decl.h" #include "core/singleton.h" #include "util/dictionary.h" #include "util/stringatom.h" #include "app/application.h" #include "jobs/jobsystem.h" #include "io/ioserver.h" #include "io/iointerface.h" #include "core/coreserver.h" #include "foundation/delegates/delegatetype.h" #if __NEBULA3_HTTP__ #include "debug/debuginterface.h" #include "http/httpinterface.h" #include "http/httpserverproxy.h" #endif //------------------------------------------------------------------------------ namespace Input { class InputSource; class GuiInputHandler; } namespace Graphic { class CollisionModelServer; } namespace IO { class PackageSystem; } namespace ShaderProgramCompiler { class ShaderFactory; } namespace App { class GameServer; class Scene; class GameApplication : public Application { typedef Application Super; __DeclareThreadSingleton(GameApplication); public: typedef Delegates::delegates::CDelegate1 EventHandle_Exit;//CDelegate1 /// constructor GameApplication(); /// destructor virtual ~GameApplication(); /// open the application virtual bool Open(); /// start the application virtual bool Start(); /// close the application virtual void Close(); /// run the application virtual void Run(); /// exit the application virtual void Exit(); virtual void Quit(); virtual bool IsQuit(); /// open a scence virtual bool OpenScene(const Util::String& sSceneName, bool create = false); /// close a scence virtual bool CloseScene(const Util::String& sSceneName); /// called when the game stopped virtual void OnStopped(); /// called when the game resumed virtual void OnResumed(); virtual void OnExited(); virtual const GPtr& GetCurrentScene() const; /// close all scene virtual void CloseAllScenes(); /// set version void SetWebVersion( bool bWebVersion, void* hWebWindow ); ///// set asset directory //void SetAssetName( const Util::String& sAssetName ); /// set resource download URL void SetResDownloadUrl( const Util::String& sPath ); void SetFileServicePath( const Util::String& sPath ); void SetUseFileService( bool use ); /// set method void SetEngineDir(const Util::String& sEngineDir); void SetResourceBaseDir( const Util::String& sPath ); void SetPipeName( const Util::String& sPipeName ); void SetGameResolution( unsigned int uGameWidth, unsigned int uGameHeight ); void SetUseLocalRes( bool bUseLocalRes ); void SetDebugScript( bool bDebugScript ); void SetGui( bool bGui ); void SetInput(const GPtr& input); const Util::String& GetResourceBaseDir() const; //- get methods bool IsWebVersion(); const Util::String& GetPipeName(); unsigned int GetGameWidth(); unsigned int GetGameHeight(); const GPtr& GetInputSource() const; EventHandle_Exit eventExit; void SetDeviceLost(); #if __ANDROID__ void SetNeedReadAPK(bool need); void SetAPKPath(const Util::String& apk); void SetPackageName(const Util::String& package); void SetDPI(float width,float height); float GetDPIHeight(); float GetDPIWidth(); #endif #if __ANDROID__||__OSX__ virtual Util::String GetAppDicOnMobile(); #endif protected: /// cleanup application state handlers //virtual void CleanupStateHandlers(); /// setup game features virtual void setupGameFeatures(); /// cleanup game features virtual void cleanupGameFeatures(); /// setup app from cmd lines virtual void setupAppFromCmdLineArgs(); virtual void setupProjectAssigns(); void setupSciptSystem(); void scriptRootLoad(); void initGui(); void initGuiScript(); void exitGuiScript(); void exitGui(); /// loading scene logo virtual void displayLOGO(); #ifdef __GENESIS_EDITOR__ void BuildEditorVersion(void); #endif protected: static void _renderDeviceLost(); void _RegisterDynamicClass() const; enum DeviceState { DS_Normal, DS_Lost, DS_Losted, DS_Reset, }; GPtr mCoreServer; GPtr mJobSystem; GPtr mIoServer;//主线程io GPtr mIoInterface; typedef GPtr TGraphicObjectManagerPtr; TGraphicObjectManagerPtr mGraphicObjectManager; #if __NEBULA3_HTTP__ GPtr mDebugInterface; GPtr mHttpInterface; GPtr mHttpServerProxy; #endif TGraphicsFeaturePtr mGraphicsFeature; TBaseGameFeaturePtr mBaseGameFeature; TInputFeaturePtr mInputFeature; TParticleFeaturePtr mParticleFeature; TVegetationFeaturePtr mVegeFeature; TScriptFeaturePtr mScriptFeature; TFontFeaturePtr mFontFeature; GPtr mGuiServer; TSoundFeaturePtr mSoundFeature; #ifndef __OSX__ //TNetworkFeaturePtr mNetworkFeature; TPhysicsFeaturePtr mPhysicsFeature; #endif TAnimationFeaturePtr mAnimationFeature; TResourceFeaturePtr mResourceFeature; TALSystemFeaturePtr mALSystemFeature; GPtr mGameServer; GPtr mGuiInputHandler; GPtr mInputSource; GPtr mCollisonServer; //GPtr mPackageServer; unsigned int mGameWidth; unsigned int mGameHeight; //引擎所在目录 Util::String mEngineDir; //资源放置的基础目录 Util::String mResourceBaseDir; //资源下载的基础url Util::String mResDownloadUrl; //file service exe 所在目录 Util::String mFileServicePath; //Packet Pipe Util::String mPipeName; ////是否使用本地资源 bool mUseLocalRes; //是否调试脚本 bool mDebugScript; //是否启动gui bool mInitGui; //if use FileService to download resource bool mbUseFileService; bool mQuit; bool mUseWeb; void* mWinHandle; IO::AssignRegistry* mAssignRegistry; DeviceState mDeviceState; ShaderProgramCompiler::ShaderFactory* m_pShaderFactory; #if __ANDROID__ bool mbNeedReadApk; Util::String mApkPath; Util::String mPackageName; float mDpiWidth; float mDpiHeight; #endif }; inline const GPtr& GameApplication::GetInputSource() const { return mInputSource; } inline void GameApplication::SetEngineDir(const Util::String& sEngineDir) { mEngineDir = sEngineDir; } inline void GameApplication::SetResourceBaseDir(const Util::String& sPath) { mResourceBaseDir = sPath; } //------------------------------------------------------------------------ //inline void GameApplication::SetAssetName(const Util::String& sAssetName) //{ // mAssetName = sAssetName; //} //------------------------------------------------------------------------ inline void GameApplication::SetResDownloadUrl(const Util::String& sPath) { mResDownloadUrl = sPath; } inline void GameApplication::SetFileServicePath( const Util::String& sPath ) { mFileServicePath = sPath; } inline void GameApplication::SetUseFileService( bool use ) { mbUseFileService = use; } ////------------------------------------------------------------------------ //inline void GameApplication::SetSceneName(const Util::String& sSceneName) //{ // mSceneName = sSceneName; //} //------------------------------------------------------------------------ inline void GameApplication::SetPipeName(const Util::String& sPipeName) { mPipeName = sPipeName; } //------------------------------------------------------------------------ inline const Util::String& GameApplication::GetPipeName() { return mPipeName; } //------------------------------------------------------------------------ inline void GameApplication::SetGameResolution(unsigned int uGameWidth,unsigned int uGameHeight) { mGameWidth = uGameWidth; mGameHeight = uGameHeight; } //------------------------------------------------------------------------ inline void GameApplication::SetWebVersion( bool bWebVersion,void* hWebWindow ) { mUseWeb = bWebVersion; mWinHandle = hWebWindow; } //------------------------------------------------------------------------ inline unsigned int GameApplication::GetGameWidth() { return mGameWidth; } //------------------------------------------------------------------------ inline unsigned int GameApplication::GetGameHeight() { return mGameHeight; } ////------------------------------------------------------------------------ inline void GameApplication::SetUseLocalRes( bool bUseLocalRes ) { mUseLocalRes = bUseLocalRes; } //------------------------------------------------------------------------ inline void GameApplication::SetDebugScript( bool bDebugScript ) { mDebugScript = bDebugScript; } //------------------------------------------------------------------------ inline void GameApplication::SetGui(bool bGui) { mInitGui = bGui; } //------------------------------------------------------------------------ inline bool GameApplication::IsWebVersion() { return mUseWeb; } //------------------------------------------------------------------------ inline const Util::String& GameApplication::GetResourceBaseDir() const { return mResourceBaseDir; } #if __ANDROID__ inline void GameApplication::SetNeedReadAPK(bool need) { mbNeedReadApk = need; } inline void GameApplication::SetAPKPath(const Util::String& apk) { mApkPath = apk; } inline void GameApplication::SetPackageName(const Util::String& package) { mPackageName = package; } inline void GameApplication::SetDPI( float width,float height ) { mDpiWidth = width; mDpiHeight = height; } inline float GameApplication::GetDPIHeight() { return mDpiHeight; } inline float GameApplication::GetDPIWidth() { return mDpiWidth; } #endif } #endif // __gameapplication_H__