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/*
 * Copyright 2022-2023 Frederico de Oliveira Linhares
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

#ifndef CANDY_GEAR_CORE_H
#define CANDY_GEAR_CORE_H 1

#define CANDY_GEAR_VERSION_MAJOR 0
#define CANDY_GEAR_VERSION_MINOR 1
#define CANDY_GEAR_VERSION_PATCH 0

#define DATA_DIR "/usr/local/share/candy_gear"

#include <chrono>
#include <random>

#include <mruby.h>
#include <mruby/class.h>
#include <mruby/compile.h>
#include <mruby/data.h>
#include <mruby/dump.h>
#include <mruby/variable.h>

#define SDL_MAIN_HANDLED

#include <SDL2/SDL.h>
#include <SDL2/SDL_vulkan.h>
#include <SDL2/SDL_mixer.h>

#include <ft2build.h>
#include FT_FREETYPE_H

#include "command.hpp"
#include "job_queue.hpp"
#include "log.hpp"
#include "worker.hpp"

#include "vk/device.hpp"
#include "vk/graphics_pipeline_2d_solid_layout.hpp"
#include "vk/graphics_pipeline_2d_wired_layout.hpp"
#include "vk/graphics_pipeline_2d_solid.hpp"
#include "vk/graphics_pipeline_2d_wired.hpp"
#include "vk/graphics_pipeline_3d_layout.hpp"
#include "vk/graphics_pipeline_3d.hpp"
#include "vk/renderer.hpp"
#include "vk/swapchain.hpp"

extern std::random_device random_seed;
extern std::mt19937 random_number_generator;

/**
 * The Core class stores all global states that the engine needs to work.
 * Global variables are not evil if you use them carefully.
 */
struct cg_sCore
{
  static const CommandChain loader;

  Log::Logger log;

  JobQueue job_queue;
  std::vector<Worker> workers;
  std::vector<std::thread> threads;

  mrb_state *mrb;

  std::string game_file;

  /// mruby symbols
  mrb_sym sym_config, sym_debug, sym_error, sym_fatal, sym_information,
    sym_init, sym_key_down, sym_key_up, sym_quit, sym_tick, sym_trace,
    sym_warning;

  /// Text displayed in the game window.
  std::string game_name;

  /**
   * @{
   * This is the ammount of pixel that the games uses when rendering to the
   * screen.
   */
  uint32_t display_width, display_height;
  /// @}

  int game_version_major, game_version_minor, game_version_patch;

  Uint32 fps;
  std::chrono::duration<long long, std::milli> max_frame_duration;

  SDL_Window *window;

  FT_Library font_library;

  VkSurfaceKHR window_surface;
  VkInstance vk_instance;

#ifdef DEBUG
  VkDebugUtilsMessengerEXT vk_callback;
#endif

  // Vulkan devices.
  std::vector<VK::Device> vk_devices;
  VK::Device *vk_device_with_swapchain;
  VK::Swapchain *vk_swapchain;

  VK::GraphicsPipeline3DLayout *vk_graphics_pipeline_3d_layout;
  VK::GraphicsPipeline2DSolidLayout *vk_graphics_pipeline_2d_solid_layout;
  VK::GraphicsPipeline2DWiredLayout *vk_graphics_pipeline_2d_wired_layout;
  std::unique_ptr<VK::GraphicsPipeline3D> vk_graphics_pipeline_3d;
  std::unique_ptr<VK::GraphicsPipeline2DSolid> vk_graphics_pipeline_2d_solid;
  std::unique_ptr<VK::GraphicsPipeline2DWired> vk_graphics_pipeline_2d_wired;

  VK::Renderer *vk_renderer;

  bool quit_game;
};

extern cg_sCore cg_core;

#endif /* CANDY_GEAR_CORE_H */