Files
yaze/src/app/core/controller.h

77 lines
2.0 KiB
C++

#ifndef YAZE_APP_CORE_CONTROLLER_H
#define YAZE_APP_CORE_CONTROLLER_H
#include <SDL.h>
#include <memory>
#include "absl/status/status.h"
#include "app/core/platform/renderer.h"
#include "app/core/utils/file_util.h"
#include "app/editor/editor_manager.h"
#include "app/editor/editor.h"
#include "imgui/backends/imgui_impl_sdl2.h"
#include "imgui/backends/imgui_impl_sdlrenderer2.h"
#include "imgui/imconfig.h"
#include "imgui/imgui.h"
int main(int argc, char **argv);
namespace yaze {
namespace app {
namespace core {
/**
* @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();
absl::Status OnTestLoad();
void DoRender() const;
void OnExit();
absl::Status CreateWindow();
absl::Status CreateRenderer();
absl::Status CreateGuiContext();
absl::Status LoadFontFamilies() const;
absl::Status LoadAudioDevice();
absl::Status LoadConfigFiles();
void SetupScreen(std::string filename = "") {
editor_manager_.SetupScreen(filename);
}
auto editor_manager() -> editor::EditorManager & { return editor_manager_; }
auto renderer() -> SDL_Renderer * {
return Renderer::GetInstance().renderer();
}
auto window() -> SDL_Window * { return window_.get(); }
void init_test_editor(editor::Editor *editor) { test_editor_ = editor; }
void set_active(bool active) { active_ = active; }
private:
friend int ::main(int argc, char **argv);
bool active_;
Platform platform_;
editor::Editor *test_editor_;
editor::EditorManager editor_manager_;
int audio_frequency_ = 48000;
SDL_AudioDeviceID audio_device_;
std::shared_ptr<int16_t> audio_buffer_;
std::shared_ptr<SDL_Window> window_;
};
} // namespace core
} // namespace app
} // namespace yaze
#endif // YAZE_APP_CORE_CONTROLLER_H