-
Notifications
You must be signed in to change notification settings - Fork 14
Expand file tree
/
Copy pathcontext.h
More file actions
299 lines (261 loc) · 7.56 KB
/
Copy pathcontext.h
File metadata and controls
299 lines (261 loc) · 7.56 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
////////////////////////////////////////////////////////////////////////////////
// Distributed under the Boost Software License, Version 1.0. //
// (See accompanying file LICENSE or copy at //
// https://www.boost.org/LICENSE_1_0.txt) //
////////////////////////////////////////////////////////////////////////////////
#pragma once
#include <memory>
#include <string>
#include <unordered_map>
#include <vector>
namespace iris
{
class JobSystemManager;
class MaterialManager;
class RenderTargetManager;
class MeshManager;
class PhysicsManager;
class TextureManager;
class WindowManager;
class ResourceManager;
/**
* This class allows for the runtime registration and retrieval of various manager classes. It is automatically created
* by the engine and passed to the user via the entry function provided tio start().
*
* These managers are factory classes that can create engine components, the reason for all this machinery is:
* - it decouples actual implementation from the Context
* - start() can register all supported mangers for the current platform and set sane defaults
* - allows a user to register their own implementations (e.g. for a different physics library)
*/
class Context
{
public:
/**
* Construct a new Context.
*
* @param argc
* Program argc.
*
* @param argv
* Program argv.
*/
Context(int argc, char **argv);
~Context();
Context(const Context &) = delete;
Context &operator=(const Context &) = delete;
Context(Context &&);
Context &operator=(Context &&);
/**
* Get the program arguments.
*
* @returns
* Collection of program arguments.
*/
const std::vector<std::string> &args() const;
/**
* Get the current WindowManager.
*
* @returns
* Current WindowManager.
*/
WindowManager &window_manager() const;
/**
* Get the current MeshManager.
*
* @returns
* Current MeshManager.
*/
MeshManager &mesh_manager() const;
/**
* Get the current TextureManager.
*
* @returns
* Current TextureManager.
*/
TextureManager &texture_manager() const;
/**
* Get the current MaterialManager.
*
* @returns
* Current MaterialManager.
*/
MaterialManager &material_manager() const;
/**
* Get the current RenderTargetManager.
*
* @returns
* Current RenderTargetManager.
*/
RenderTargetManager &render_target_manager() const;
/**
* Get the current PhysicsManager.
*
* @returns
* Current PhysicsManager.
*/
PhysicsManager &physics_manager() const;
/**
* Get the current JobSystemManager.
*
* @returns
* Current JobSystemManager.
*/
JobSystemManager &jobs_manager() const;
/**
* Get the current ResourceManager.
*
* @returns
* Current ResourceManager.
*/
ResourceManager &resource_manager() const;
/**
* Register managers for a given api name.
*
* @param api
* Name of api to register managers to,
*
* @param window_manager
* New WindowManager.
*
* @param mesh_manager
* New MeshManager.
*
* @param texture_manager
* New TextureManager.
*
* @param material_manager
* New MaterialManager.
*
* @param RenderTargetManager
* New RenderTargetManager.
*/
void register_graphics_api(
const std::string &api,
std::unique_ptr<WindowManager> window_manager,
std::unique_ptr<MeshManager> mesh_manager,
std::unique_ptr<TextureManager> texture_manager,
std::unique_ptr<MaterialManager> material_manager,
std::unique_ptr<RenderTargetManager> render_target_manager);
/**
* Get the currently set graphics api.
*
* @returns
* Name of currently set graphics api.
*/
std::string graphics_api() const;
/**
* Set the current graphics api.
*
* @param api
* New graphics api name.
*/
void set_graphics_api(const std::string &api);
/**
* Get a collection of all registered api names.
*
* @returns
* Collection of registered api names.
*/
std::vector<std::string> registered_graphics_apis() const;
/**
* Register managers for a given api name.
*
* @param api
* Name of api to register managers to,
*
* @param physics_manager
* New PhysicsManager.
*/
void register_physics_api(const std::string &api, std::unique_ptr<PhysicsManager> physics_manager);
/**
* Get the currently set physics api.
*
* @returns
* Name of currently set physics api.
*/
std::string physics_api() const;
/**
* Set the current physics api.
*
* @param api
* New physics api name.
*/
void set_physics_api(const std::string &api);
/**
* Get a collection of all registered api names.
*
* @returns
* Collection of registered api names.
*/
std::vector<std::string> registered_physics_apis() const;
/**
* Register managers for a given api name.
*
* @param api
* Name of api to register managers to,
*
* @param jobs_manager
* New JobSystemManager.
*/
void register_jobs_api(const std::string &api, std::unique_ptr<JobSystemManager> jobs_manager);
/**
* Get the currently set jobs api.
*
* @returns
* Name of currently set jobs api.
*/
std::string jobs_api() const;
/**
* Set the current jobs api.
*
* @param api
* New jobs api name.
*/
void set_jobs_api(const std::string &api);
/**
* Get a collection of all registered api names.
*
* @returns
* Collection of registered api names.
*/
std::vector<std::string> registered_jobs_apis() const;
/**
* Set the resource manager object.
*
* @param resource_manager
* New resource manager.
*/
void set_resource_manager(std::unique_ptr<ResourceManager> resource_manager);
private:
/**
* Helper struct encapsulating all managers for a graphics api.
*
* Note that the member order is important, we want the WindowManager to be destroyed first as some implementations
* require the Renderer destructor to wait for gpu operations to finish before destroying other resources.
*/
struct GraphicsApiManagers
{
std::unique_ptr<MeshManager> mesh_manager;
std::unique_ptr<TextureManager> texture_manager;
std::unique_ptr<MaterialManager> material_manager;
std::unique_ptr<RenderTargetManager> render_target_manager;
std::unique_ptr<WindowManager> window_manager;
};
/** Map of graphics api name to managers. */
std::unordered_map<std::string, GraphicsApiManagers> graphics_api_managers_;
/** Name of current graphics api. */
std::string graphics_api_;
/** Map of physics api name to managers. */
std::unordered_map<std::string, std::unique_ptr<PhysicsManager>> physics_api_managers_;
/** Name of current physics api. */
std::string physics_api_;
/** Map of jobs api name to managers. */
std::unordered_map<std::string, std::unique_ptr<JobSystemManager>> jobs_api_managers_;
/** Name of current jobs api. */
std::string jobs_api_;
/** Resource manager object. */
std::unique_ptr<ResourceManager> resource_manager_;
/** Collection of program arguments. */
std::vector<std::string> args_;
};
}