1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
|
/*
* Copyright 2022 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 "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;
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 */
|