#pragma once #include #include #include #include #include #include #include "SDLWrapper.h" class Configuration; namespace Gaming { class GameController; class Game : public EightBit::Device { public: Game(); virtual ~Game(); virtual void runLoop(); virtual void raisePOWER() override; protected: virtual float fps() const noexcept = 0; virtual bool useVsync() const noexcept = 0; virtual int windowWidth() const noexcept; virtual int windowHeight() const noexcept; virtual int displayWidth() const noexcept; virtual int displayHeight() const noexcept; virtual int displayScale() const noexcept = 0; virtual int rasterWidth() const noexcept = 0; virtual int rasterHeight() const noexcept = 0; virtual std::string title() const noexcept = 0; virtual void handleEvents(); virtual void update(); virtual void draw(); virtual bool maybeSynchronise(); // true, if manual synchronisation required virtual void synchronise(); virtual void runRasterLines() {}; virtual void runVerticalBlank() {} void addJoystick(SDL_Event& e); void removeJoystick(SDL_Event& e); virtual void updateTexture(); virtual void copyTexture(); virtual void displayTexture(); virtual const uint32_t* pixels() const = 0; virtual bool handleKeyDown(SDL_Keycode key); virtual bool handleKeyUp(SDL_Keycode key); virtual bool handleJoyButtonDown(SDL_JoyButtonEvent event); virtual bool handleJoyButtonUp(SDL_JoyButtonEvent event); virtual bool handleControllerButtonDown(SDL_ControllerButtonEvent event); virtual bool handleControllerButtonUp(SDL_ControllerButtonEvent event); void toggleFullscreen(); std::shared_ptr gameController(int which) const; int mappedController(const SDL_JoystickID which) const; int chooseControllerIndex(int who) const; std::shared_ptr chooseController(int who) const; std::shared_ptr renderer() const noexcept { return m_renderer; } std::shared_ptr bitmapTexture() const noexcept { return m_bitmapTexture; } std::shared_ptr pixelFormat() const noexcept { return m_pixelFormat; } private: SDLWrapper m_wrapper; std::shared_ptr m_window; std::shared_ptr m_renderer; std::shared_ptr m_bitmapTexture; std::shared_ptr m_pixelFormat; Uint32 m_pixelType = SDL_PIXELFORMAT_ARGB8888; bool m_vsync = false; Uint32 m_startTicks = 0; Uint32 m_frames = 0; std::map> m_gameControllers; std::map m_mappedControllers; void configureBackground() const; void createBitmapTexture(); }; }