LumixEngine/src/engine/engine.h
2020-04-29 19:13:16 +02:00

71 lines
2.2 KiB
C++

#pragma once
#include "engine/lumix.h"
struct lua_State;
namespace Lumix
{
namespace OS { using WindowHandle = void*; }
struct LUMIX_ENGINE_API Engine
{
public:
struct InitArgs {
const char* working_dir = nullptr;
Span<const char*> plugins;
bool fullscreen = false;
bool handle_file_drops = false;
const char* window_title = "Lumix App";
};
using LuaResourceHandle = u32;
public:
virtual ~Engine() {}
static Engine* create(const InitArgs& init_data, struct IAllocator& allocator);
static void destroy(Engine* engine, IAllocator& allocator);
virtual struct Universe& createUniverse(bool is_main_universe) = 0;
virtual void destroyUniverse(Universe& context) = 0;
virtual OS::WindowHandle getWindowHandle() = 0;
virtual struct FileSystem& getFileSystem() = 0;
virtual struct InputSystem& getInputSystem() = 0;
virtual struct PluginManager& getPluginManager() = 0;
virtual struct ResourceManagerHub& getResourceManager() = 0;
virtual struct PageAllocator& getPageAllocator() = 0;
virtual IAllocator& getAllocator() = 0;
virtual bool instantiatePrefab(Universe& universe,
const struct PrefabResource& prefab,
const struct DVec3& pos,
const struct Quat& rot,
float scale,
Ref<struct EntityMap> entity_map) = 0;
virtual void startGame(Universe& context) = 0;
virtual void stopGame(Universe& context) = 0;
virtual void update(Universe& context) = 0;
virtual u32 serialize(Universe& ctx, struct OutputMemoryStream& serializer) = 0;
virtual bool deserialize(Universe& ctx, struct InputMemoryStream& serializer, Ref<struct EntityMap> entity_map) = 0;
virtual bool deserializeProject(InputMemoryStream& serializer) = 0;
virtual void serializeProject(OutputMemoryStream& serializer) const = 0;
virtual float getLastTimeDelta() const = 0;
virtual void setTimeMultiplier(float multiplier) = 0;
virtual void pause(bool pause) = 0;
virtual void nextFrame() = 0;
virtual lua_State* getState() = 0;
virtual struct Resource* getLuaResource(LuaResourceHandle idx) const = 0;
virtual LuaResourceHandle addLuaResource(const struct Path& path, struct ResourceType type) = 0;
virtual void unloadLuaResource(LuaResourceHandle resource_idx) = 0;
protected:
Engine() {}
};
} // namespace Lumix