#ifndef YAZE_APP_CORE_CONTROLLER_H #define YAZE_APP_CORE_CONTROLLER_H #include #include #include "imgui/backends/imgui_impl_sdl2.h" #include "imgui/backends/imgui_impl_sdlrenderer2.h" #include "imgui/imconfig.h" #include "imgui/imgui.h" #include "imgui/imgui_internal.h" #include "absl/status/status.h" #include "app/core/common.h" #include "app/core/platform/renderer.h" #include "app/editor/editor_manager.h" #include "app/editor/utils/editor.h" #include "app/gui/icons.h" #include "app/gui/style.h" int main(int argc, char **argv); namespace yaze { namespace app { namespace core { enum class Platform { kUnknown, kMacOS, kiOS, kWindows, kLinux }; /** * @brief Main controller for the application. * * This class is responsible for managing the main window and the * main editor. It is the main entry point for the application. */ class Controller : public ExperimentFlags { public: bool IsActive() const { return active_; } absl::Status OnEntry(std::string filename = ""); void OnInput(); absl::Status OnLoad(); void DoRender() const; void OnExit(); absl::Status CreateSDL_Window(); absl::Status CreateRenderer(); absl::Status CreateGuiContext(); absl::Status LoadFontFamilies() const; absl::Status LoadAudioDevice(); void SetupScreen() { editor_manager_.SetupScreen(); } auto editor_manager() -> editor::EditorManager & { return editor_manager_; } auto renderer() -> SDL_Renderer * { return Renderer::GetInstance().renderer(); } auto window() -> SDL_Window * { return window_.get(); } private: friend int ::main(int argc, char **argv); bool active_; Platform platform_; editor::EditorManager editor_manager_; int audio_frequency_ = 48000; int16_t *audio_buffer_; SDL_AudioDeviceID audio_device_; std::shared_ptr window_; }; } // namespace core } // namespace app } // namespace yaze #endif // YAZE_APP_CORE_CONTROLLER_H