spacebox/src/Game.hpp
Cocktail Frank b4bca9806a Prepend version string to shaders
Move shader loading function out of Game class and into sb:: namespace.

Allow multiple file paths to be passed to sb::load_shader. The files
are concatenated to build a shader string to pass to OpenGL.

Also prepend dynamic version string to the shader based on whether the
build is using OpenGL or OpenGL ES.
2025-04-24 16:44:43 -04:00

329 lines
13 KiB
C++

/* +=======================================================+
____/ \____ /: Open source game framework licensed to freely use, :
\ / / : copy, and modify - created for dank.game :
+==\ ^__^ /==+ : :
: ~/ \~ : : Download at https://open.shampoo.ooo/shampoo/spacebox :
: ~~~~~~~~~~~~ : +=======================================================+
: SPACE ~~~~~ : /
: ~~~~~~~ BOX :/
+=============*/
#pragma once
#include <stdlib.h>
#include <vector>
#include <string>
#include <iostream>
#include <sstream>
#include <ctime>
#include <fstream>
#include <functional>
#include <optional>
/* Needed to make system calls and check exit status of Linux processes */
#if defined(__LINUX__)
#include <sys/wait.h>
#include <string.h>
#endif
#include "SDL.h"
#include "SDL_mixer.h"
#include "SDL_ttf.h"
#if defined(__EMSCRIPTEN__)
#include <emscripten.h>
#include <emscripten/html5.h>
#endif
#if defined(__ANDROID__)
#include <android/log.h>
#endif
#include "sb.hpp"
#include "gl.h"
#include "Node.hpp"
#include "Input.hpp"
#include "Display.hpp"
#include "Configuration.hpp"
#include "Delegate.hpp"
#include "Recorder.hpp"
#include "Audio.hpp"
#include "Log.hpp"
#include "filesystem.hpp"
#include "extension.hpp"
#include "version.hpp"
#include "progress.hpp"
class Game : public Node
{
protected:
/* Construct sb::Delegate first, so it is the last object to be destroyed, allowing the other objects to successfully
* call its unsubscribe method in their destructors. */
sb::Delegate _delegate {this};
private:
std::shared_ptr<SDL_Window> _window;
std::shared_ptr<TTF_Font> _font;
/*!
* Overrides SDL's default log function to log a message to stdout/stderr and, if log is enabled in the
* global configuration, to a file. Debug level statements may be suppressed, printed to stdout, or printed to
* both stdout and file, depending on the global configuration. This shouldn't be called directly. Use
* `sb::Log::log` instead.
*
* @see sb::Log::log(const std::string&)
*
* @param userdata must be a pointer to Game
* @param category SDL log category. It is not used by SPACEBOX, so it should be sb::Log::DEFAULT_CATEGORY
* @param priority SDL log priority, which is equivalent to the values in sb::Log::Level
* @param message message as a C-style string
*/
static void sdl_log_override(void* userdata, int category, SDL_LogPriority priority, const char* message);
/*!
* Get a list of all JSON files in a given search path. A search path is a vector of file paths and directory paths
* to search for JSON.
*
* If an entry in the search path is an existing file ending in .json (case insensitive), it is included in the
* results.
*
* If an entry is a directory, all directory entries matching the above rule are included in the results. Note that
* the search will not recurse into sub-directories (this can be advantageous - per-game configs can be stored in
* sub-directories and loaded manually into the Game object).
*
* Note that files are not checked for valid JSON. JSON files not saved with .json as their extension will not be
* detected (for example, the file may not be named MyGame.config even if it has JSON syntax).
*
* @param search_path A vector of file paths and directory paths to search for JSON files
*
* @return A vector of JSON file paths found
*/
std::vector<fs::path> jsons(const std::vector<fs::path> search_path) const;
/* Indicate whether configuration is in the process of loading */
bool loading_configuration = false;
/*!
* Merge configuration passed into the constructor, followed by configuration passed on the command line.
*
* @param configs Configuration forwarded from the constructor
*/
void merge_additional_config(const std::vector<nlohmann::json>& configs);
protected:
sb::Configuration _configuration;
sb::progress::Progress preferences;
public:
/* two-state enum equivalent to a boolean that can improve readability depending on the context */
enum class Flip {
OFF,
ON
};
/* Prevent an instance of this class from being copied or moved */
Game(const Game&) = delete;
Game& operator=(const Game&) = delete;
Game(Game&&) = delete;
Game& operator=(Game&&) = delete;
/* The void type is used instead of SDL_GLContext because the SDL_GLContext type is "an alias for void*", meaning
* SDL_GLContext cannot be passed as the type to std::shared_ptr because the resulting shared_ptr would actually be
* a pointer to a pointer. See SDL's wiki documentation for SDL_GL_CreateContext. */
std::shared_ptr<void> glcontext;
int frame_count_this_second = 0, last_frame_length, current_frames_per_second = 0;
float frame_time_overflow = 0, last_frame_timestamp, last_frame_count_timestamp;
bool done = false, show_framerate = true;
sb::Display display {this};
Input input {this};
std::vector<float> frame_length_history;
sb::Recorder recorder {_configuration, display};
Game(const std::vector<nlohmann::json>& additional_configs = {});
Game(nlohmann::json additional_config) : Game(std::vector<nlohmann::json>({additional_config})) {};
void print_frame_length_history();
/*!
* Write resolution, monitor refresh rate, and pixel format to the log. Taken from SDL_GetCurrentDisplayMode.html
* on the SDL wiki.
*/
void log_display_mode() const;
/*!
* Log properties of the GL context. Taken from `sdl_source/tests/testgles2.c`
*/
void log_gl_properties() const;
void log_surface_format(SDL_Surface*, std::string = "surface");
/*!
* @deprecated Global configuration will be removed in favor of a mix of default configuration and user
* configuration(s) which can be swapped in and out arbitrarily. For now, it's better to pass the global
* configuration directly to objects which need it instead of relying on this public accessor.
*/
const sb::Configuration& configuration() const;
/*!
* @deprecated Global configuration will be removed in favor of a mix of default configuration and user
* configuration(s) which can be swapped in and out arbitrarily. For now, it's better to pass the global
* configuration directly to objects which need it instead of relying on this public accessor.
*/
sb::Configuration& configuration();
/*!
* @deprecated The delegate class will be kept private to the Game object. Instead of subscribing individual objects
* to specific input, subscribe and respond to all events by extending Game::response and subscribing new events if
* necessary.
*/
const sb::Delegate& delegate() const;
/*!
* @deprecated The delegate class will be kept private to the Game object. Instead of subscribing individual objects
* to specific input, subscribe and respond to all events by extending Game::response and subscribing new events if
* necessary.
*/
sb::Delegate& delegate();
/*!
* Get a constant reference to SDL's window object for the window the game is running in.
*
* @warning This function will probably be removed or deprecated soon since it basically limits the game to having
* a single window.
*
* @return A shared pointer to the window created during the construction of the game object
*/
const std::shared_ptr<SDL_Window> window() const;
/*!
* Get SDL's window object for the window the game is running in.
*
* @warning This function will probably be removed or deprecated soon since it basically limits the game to having
* a single window.
*
* @return A shared pointer to the window created during the construction of the game object
*/
std::shared_ptr<SDL_Window> window();
/*!
* @return shared pointer to the default font pre-loaded at construction
*/
std::shared_ptr<TTF_Font> font() const;
/*!
* Get a new font object with the given font size. If the font cannot be loaded, the default font will be returned.
* If there was an error, the shared pointer will point to `nullptr`.
*
* Optionally, a hinting parameter can be passed. It should be one of TTF_HINTING_NORMAL, TTF_HINTING_LIGHT,
* TTF_HINTING_MONO, TTF_HINTING_LIGHT_SUBPIXEL, or TTF_HINTING_NONE.
*
* Optionally, an alignment parameter can be passed. It should be one of TTF_WRAPPED_ALIGN_LEFT,
* TTF_WRAPPED_ALIGN_CENTER, or TTF_WRAPPED_ALIGN_RIGHT.
*
* @param path Path to a TTF font to load
* @param size Point size of the font
* @param hinting Hinting level of the font
* @param alignment Alignment of wrapped text
*
* @return shared pointer to the font object created from the TTF font file at the given path
*/
std::shared_ptr<TTF_Font> font(const fs::path& path, int size, std::optional<int> hinting = std::nullopt,
std::optional<int> alignment = std::nullopt) const;
/*!
* Dispatch framework events to relevant manager classes like Input, Display, and Recorder.
*
* Extend this function to respond to custom framework events. Use Delegate::compare to check which event has been
* fired.
*
* Framework events like "reset", "quit", and "up", have default input bindings that can be reconfigured or extended
* to respond to more bindings.
*
* @see Input::add_to_key_map
* @see Input::load_key_map
*
* To respond directly to lower-level SDL events like keyboard, mouse, and gamepad input, subscribe this function to
* a specific type of SDL event using Delegate::add_subscriber.
*/
virtual void respond(SDL_Event& event);
/*!
* Launch the main update/draw loop of the game. The update function will run, followed by the draw function,
* once every frame at the speed specified by "display" -> "max framerate".
*
* Both functions must accept a float, which is the timestamp recorded at the beginning of the frame.
*
* Note that the given functions can be regular functions, lambdas, or member functions (the latter will need to be
* passed using std::bind).
*
* Note that a planned future revision will allow the update function to run on a separate timer. To implement
* separate timing now, use the timestamp parameter passed into the function.
*
* @param draw Function to draw a frame
* @param update Optional function to separately update game logic
*/
void run(std::function<void(float)> draw, std::optional<std::function<void(float)>> update = std::nullopt);
/*!
* @warning This function most likely should not be called directly. It's made public so that Emscripten can access
* it through a void pointer. Use Game::run to start running this function automatically.
*
* The draw and update function will run if enough time has passed that a new frame should be drawn (or max
* framerate is set to -1, which is the default). The update function runs first, followed by the draw function.
*
* Both functions run at the same rate, but a planned future revision will allow the update function to run on a
* separate timer.
*
* @param draw Function to draw a frame
* @param update Optional function to separately update game logic
*/
void frame(float timestamp, std::function<void(float)> draw, std::optional<std::function<void(float)>> update);
/*!
* Run this from within the draw or update function to flag the main loop to exit at the next opportunity. The main
* loop could be launched again with Game::run after it exits, or Game::quit can be called to exit the program.
*/
void flag_to_end();
void suppress_input_temporarily(float length = 0.0f);
void set_framerate(int);
void handle_quit_event(SDL_Event&);
void quit();
~Game();
/*!
* Applies delta timing to a value: returns the value as weighted by the amount of time passed since the
* last frame update, allowing for values to change the same amount over time independent of the frame rate.
* The amount is how much the value should change per second.
*
* @param amount any scalar value to be weighted
* @return weighted value
*/
template<typename T>
T weight(T amount) const
{
return (last_frame_length / 1000.0f) * amount;
}
};
/* Add Game class to the sb namespace. This should be the default location, but Game is left in the global namespace
* for backward compatibility.
*/
namespace sb
{
using ::Game;
}
#if defined(__EMSCRIPTEN__)
void loop(void* user_data);
#endif