b3view/Engine.h

113 lines
3.4 KiB
C++

#ifndef ENGINE_H
#define ENGINE_H
// Forward declaration of class UserInterface
class UserInterface;
class View;
#include <iostream>
#include <sstream>
#include <string>
#include <vector>
#include "EventHandler.h"
#include "extlib/CGUITTFont.h"
#include <irrlicht/irrlicht.h>
#include "settings.h"
enum SceneItemID {
SIID_LIGHT = 1,
SIID_CAMERA = 2,
SIID_MODEL = 3
};
class Engine {
friend class UserInterface;
friend class View;
private:
irr::IrrlichtDevice* m_Device;
irr::video::IVideoDriver* m_Driver;
irr::scene::ISceneManager* m_Scene;
irr::scene::IAnimatedMeshSceneNode* m_LoadedMesh;
irr::scene::ILightSceneNode* m_SceneLight;
irr::gui::CGUITTFont* m_AxisFont;
irr::gui::CGUITTFace* m_AxisFontFace;
irr::core::dimension2d<irr::u32> m_WindowSize;
bool m_RunEngine;
bool m_EnableWireframe;
bool m_EnableLighting;
bool m_EnableTextureInterpolation;
bool m_EnableTestAndExit;
EventHandler* m_EventHandler;
UserInterface* m_UserInterface;
View* m_View;
void setupScene();
void drawAxisLines();
void drawBackground();
void checkResize();
irr::gui::IGUIEnvironment* getGUIEnvironment() const;
irr::s32 getNumberOfVertices();
bool m_IsPlaying;
irr::u32 m_WorldFPS;
irr::u32 m_PrevFPS;
std::vector<std::wstring> m_TextureExtensions;
// Making materials in contructor or setupScene causes segfault at
// `m_Driver->setMaterial(*lineX);` in
// `Engine::drawAxisLines` for unknown reason:
// irr::video::SMaterial *lineX;
// irr::video::SMaterial *lineY;
// irr::video::SMaterial *lineZ;
irr::core::vector3df m_CamPos;
irr::core::vector3df m_CamTarget;
std::wstring m_FontPath = L"ClearSansRegular.ttf"; // core::stringc has implicit conversion to io::path
bool KeyIsDown[irr::KEY_KEY_CODES_COUNT];
irr::s32 keyState[irr::KEY_KEY_CODES_COUNT];
irr::s32 LMouseState, RMouseState;
Settings settings;
public:
std::wstring m_LoadedMeshPath;
std::wstring m_LoadedTexturePath;
irr::f32 m_AxisLength;
bool m_zUp;
Engine();
~Engine();
irr::core::vector3df camTarget();
void run();
bool loadScene(const std::wstring& fileName);
bool loadMesh(const std::wstring& fileName, bool enableAddRecent);
bool pushOption(const std::wstring& optionStr);
bool reloadMesh();
std::wstring saveMesh(const irr::io::path path, const std::string& nameOrBlank, const std::string& extension);
bool reloadTexture();
bool loadTexture(const std::wstring& fileName, bool reload);
void setMeshDisplayMode(bool wireframe = false, bool lighting = false, bool textureInterpolation = true);
bool isAnimating();
void playAnimation();
void pauseAnimation();
void toggleAnimation();
void setAnimationFPS(irr::u32 animationFPS);
void incrementAnimationFPS(irr::f32 by);
void setZUp(bool zUp);
irr::u32 animationFPS();
bool getEnableWireframe() const;
bool getEnableLighting() const;
bool getEnableTextureInterpolation() const;
void setEnableWireframe(bool EnableWireframe);
void setEnableLighting(bool EnableLighting);
void setEnableTextureInterpolation(bool EnableTextureInterpolation);
void addRecent(std::string path);
void addRecentPaths(std::vector<std::string> paths);
int countRecent();
std::vector<std::string> recentPaths();
bool hasRecent(std::string path);
};
#endif // ENGINE_H