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/*
   Copyright (c) 2014 DIVIDE-Studio
   Copyright (c) 2009 Ionut Cava

   This file is part of DIVIDE Framework.

   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 _APPLICATION_H_
#define _APPLICATION_H_


#include "Core/Math/Headers/MathClasses.h"
#include "Hardware/Platform/Headers/Thread.h"

#include <fstream>

namespace Divide {

class Kernel;
enum ErrorCode;
///Lightweight singleton class that manages our application's kernel and window information
DEFINE_SINGLETON( Application )

public:
    ///Startup and shutdown
    ErrorCode initialize(const stringImpl& entryPoint,I32 argc, char **argv);
    void deinitialize();
    void run();

    ///Application resolution (either fullscreen resolution or window dimensions)
    inline const vec2<U16>& getResolution()   const {return _resolution;}
    inline const vec2<U16>& getScreenCenter() const {return _screenCenter;}
    inline const vec2<U16>& getPreviousResolution() const { return _prevResolution; }

    inline void setResolutionWidth(U16 w) {
         _prevResolution.set(_resolution);
         _resolution.width = w;
         _screenCenter.x = w / 2;
    }

    inline void setResolutionHeight(U16 h) {
        _prevResolution.set(_resolution); 
        _resolution.height = h; 
        _screenCenter.y = h / 2;
    }

    inline void setResolution(U16 w, U16 h) {
        _prevResolution.set(_resolution); 
        _resolution.set(w,h); 
        _screenCenter.set(_resolution / 2);
    }

    inline void RequestShutdown()                   { _requestShutdown = true;  }
    inline void CancelShutdown()                    { _requestShutdown = false; }
    inline bool ShutdownRequested()           const { return _requestShutdown;  }
    inline Kernel* const getKernel()          const { return _kernel; }

    inline const std::thread::id&  getMainThreadId() const { return _threadId; }
    inline bool isMainThread() const { return (_threadId == std::this_thread::get_id()); }
    inline void setMemoryLogFile(const stringImpl& fileName) { _memLogBuffer = fileName; }

    inline bool hasFocus()                 const { return _hasFocus; }
    inline void hasFocus(const bool state)       { _hasFocus = state; }

    inline bool isFullScreen()                 const { return _isFullscreen;  }
    inline void isFullScreen(const bool state)       { _isFullscreen = state; }

    inline bool mainLoopActive()           const { return _mainLoopActive;  }
    inline void mainLoopActive(bool state)       { _mainLoopActive = state; }

    inline bool mainLoopPaused()           const { return _mainLoopPaused;  }
    inline void mainLoopPaused(bool state)       { _mainLoopPaused = state; }

    void snapCursorToPosition(U16 x, U16 y) const;

    inline void snapCursorToCenter() const {
        snapCursorToPosition(_screenCenter.x, _screenCenter.y);
    }

    inline void      throwError(ErrorCode err)       { _errorCode = err; }
    inline ErrorCode errorCode()               const { return _errorCode; }

	/// Add a list of callback functions that should be called when the application instance is destroyed
    /// (release hardware, file handlers, etc)
	inline void registerShutdownCallback( const DELEGATE_CBK<>& cbk ) {
		_shutdownCallback.push_back( cbk );
	}
private:
    Application();
    ~Application();

private:
    ErrorCode _errorCode;
    /// this is true when we are inside the main app loop
    std::atomic_bool  _mainLoopActive;
    std::atomic_bool  _mainLoopPaused;
    std::atomic_bool  _requestShutdown;
    /// this is false if the window/application lost focus (e.g. clicked another window, alt + tab, etc)
    bool      _hasFocus; 
    /// this is false if the application is running in windowed mode
    bool      _isFullscreen;
    vec2<U16> _resolution;
    vec2<U16> _screenCenter;
    vec2<U16> _prevResolution;
    Kernel*   _kernel;
    ///buffer to register all of the memory allocations recorded via "MemoryManager_NEW"
    stringImpl _memLogBuffer;
    ///Main application thread id
    std::thread::id _threadId;
	///A list of callback functions that get called when the application instance is destroyed
	vectorImpl<DELEGATE_CBK<> > _shutdownCallback;
END_SINGLETON

}; //namespace Divide

#endif

Commits for Divide-Framework/trunk/Source Code/Core/Headers/Application.h

Diff revisions: vs.
Revision Author Commited Message
331 Diff Diff IonutCava picture IonutCava Sat 06 Dec, 2014 20:53:45 +0000

[Ionut]
- Limited line length to 132 characters to improve readability and diff-comparisons
- Refactored memory allocation/deallocation functions
- Fixed a few compatibility issues with HashMap.h
- Fixed a bug in GPU Skinning shaders (cast a float to int)

325 Diff Diff IonutCava picture IonutCava Wed 17 Sep, 2014 20:06:13 +0000

[Ionut]
- Reworked transform system:
— Parent transform chain system moved from Transform class to the PhysicsComponent
— PhysicsComponent now returns all transform values needed both global and local (still needs heavy optimization and caching)

- Reworked SceneGraph node management:
— Proper ref counting of SceneNodes and proper removing of resource (ResourceCache is now empty on destruction, as it should be)
— Removed parent transform tracking as that’s the PhysicsComponent’s responsibility
— Only nodes loaded via the ResourceCache are allowed to be added to the SceneGraph (added proper loaders for Impostors, Sky, etc)

- Optimized some of the math classes (mat4, mat3)

324 Diff Diff IonutCava picture IonutCava Sun 14 Sep, 2014 14:01:39 +0000

[Ionut]
- New memory management system (no custom allocators in this commit)
— Memory tracer to detect memory leaks on shutdown (from: https://www.relisoft.com/book/tech/9new.html)
— SAFE_DELETE_XYZ are now inline template functions not macros
— ASSERTION system now supports logging and message boxes and continue on error configurable for each build type
— Fixed a lot of memory leaks detected by the new system (some still remain)

- Added SRGB support (part 1)
— Albedo textures are loaded as SRGB (make sure resources are SRGB)
— Shaders output gamma corrected colors
— Moved terrain textures back to 2 array system (albedo and normal maps, albedo maps using a SRGB sampler)

- Sky is now loaded via the ResourceCache system
- Added include safeguards in shader atoms

322 Diff Diff IonutCava picture IonutCava Sat 06 Sep, 2014 20:33:47 +0000

[Ionut]
- Refactored most of Boost related code to be C++11 based
— Boost is only used for ThreadPool, Mutex handling, XML parsing and networking (ASIO)
— Function binds, threads, regex, NonCopyable base, Hashing algorithms and more are now using C++11 libraries
- Replaced all FOR_EACH calls with standard, range, “for” calls

321 Diff Diff IonutCava picture IonutCava Wed 03 Sep, 2014 22:05:15 +0000

[Ionut]
- Added support (and enabled by default) for the EASTL library (http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html / https://github.com/paulhodge/EASTL)
— Strings, vectors and hash_maps can be combined from EASTL, STL and Boost (not all combinations work. e.g. EASTL strings with STL/Boost containers due to the lack of a proper hash function)

318 Diff Diff IonutCava picture IonutCava Sat 30 Aug, 2014 17:35:53 +0000

[Ionut]
- Wrapped the entire code in a “Divide” namespace
- VertexBuffers now call “shrink_to_fit” on all internal data storage
- Improved some vector performance by preferring “emplace_back” instead of “push_back” + proepr usage of reserve / resize
- Wrapped OIS specific types and classes in Divide::Input namespace
- Added the messageBox.layout file (forgot it in the previous few commits)

316 Diff Diff IonutCava picture IonutCava Mon 25 Aug, 2014 22:04:03 +0000

[Ionut]
- Cleaned up AI classes
- Added basic Order <-> Goal system

314 Diff Diff IonutCava picture IonutCava Sun 24 Aug, 2014 19:54:33 +0000

[Ionut]
- More AI work
- Added some needed audio dlls

304 Diff Diff IonutCava picture IonutCava Sun 10 Aug, 2014 21:10:54 +0000

[Ionut]
- Redesigned the WorldEditor (dummy functions added for every button/option)
- Improved debug rendering performance by using static IMPrimitives for axis gizmo rendering
- Simplified skeleton rendering

303 IonutCava picture IonutCava Sat 09 Aug, 2014 19:12:32 +0000

[Ionut]
- Fixed mouse movement (change resolution callback properly informs inputInterface of the new window’s width and height)
- Fixed immediate mode emulation rendering (destroyed index buffers for some reason)
- Added axis gizmos for Scene / Scene + Selected Object / Scene + All object cycled via the F5 key in debug