76 lines
2.4 KiB
C++
76 lines
2.4 KiB
C++
#pragma once
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#include "engine/lumix.h"
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#include "engine/allocator.h"
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struct lua_State;
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namespace Lumix {
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namespace os { using WindowHandle = void*; }
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enum class DeserializeProjectResult {
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SUCCESS,
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CORRUPTED_FILE,
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VERSION_NOT_SUPPORTED,
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PLUGIN_NOT_FOUND,
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PLUGIN_DESERIALIZATION_FAILED
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};
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struct LUMIX_ENGINE_API Engine {
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struct InitArgs {
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const char* working_dir = nullptr;
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Span<const char*> plugins;
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bool handle_file_drops = false;
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const char* window_title = "Lumix App";
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UniquePtr<struct FileSystem> file_system;
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};
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using LuaResourceHandle = u32;
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virtual ~Engine() {}
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static UniquePtr<Engine> create(InitArgs&& init_data, struct IAllocator& allocator);
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virtual struct Universe& createUniverse(bool is_main_universe) = 0;
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virtual void destroyUniverse(Universe& context) = 0;
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virtual os::WindowHandle getWindowHandle() = 0;
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virtual struct FileSystem& getFileSystem() = 0;
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virtual struct InputSystem& getInputSystem() = 0;
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virtual struct PluginManager& getPluginManager() = 0;
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virtual struct ResourceManagerHub& getResourceManager() = 0;
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virtual struct PageAllocator& getPageAllocator() = 0;
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virtual IAllocator& getAllocator() = 0;
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virtual bool instantiatePrefab(Universe& universe,
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const struct PrefabResource& prefab,
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const struct DVec3& pos,
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const struct Quat& rot,
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float scale,
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struct EntityMap& entity_map) = 0;
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virtual void startGame(Universe& context) = 0;
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virtual void stopGame(Universe& context) = 0;
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virtual void update(Universe& context) = 0;
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virtual void serialize(Universe& ctx, struct OutputMemoryStream& serializer) = 0;
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virtual bool deserialize(Universe& ctx, struct InputMemoryStream& serializer, struct EntityMap& entity_map) = 0;
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[[nodiscard]] virtual DeserializeProjectResult deserializeProject(InputMemoryStream& serializer, Span<char> startup_universe) = 0;
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virtual void serializeProject(OutputMemoryStream& serializer, const char* startup_universe) const = 0;
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virtual float getLastTimeDelta() const = 0;
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virtual void setTimeMultiplier(float multiplier) = 0;
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virtual void pause(bool pause) = 0;
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virtual bool isPaused() const = 0;
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virtual void nextFrame() = 0;
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virtual lua_State* getState() = 0;
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virtual struct Resource* getLuaResource(LuaResourceHandle idx) const = 0;
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virtual LuaResourceHandle addLuaResource(const struct Path& path, struct ResourceType type) = 0;
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virtual void unloadLuaResource(LuaResourceHandle resource_idx) = 0;
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protected:
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Engine() {}
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Engine(const Engine&) = delete;
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};
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} // namespace Lumix
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