Sdk/Application: Add Console and FPSCounter overlays

This allows any Nazara-powered application to enable a ready-to-use
console or a working FPS counter


Former-commit-id: 2b1c7ae5a7c72ea1c102734841f4e25742c2b42b [formerly f1fece5295a0a43147396752b3c61d84e0d7fc74] [formerly 40eff1e79a68fb5e0b7e1d4d6528fec318fed74c [formerly b17ee1558babcd4ed89525e447fb9c4e58b67033]]
Former-commit-id: 1e1297789e402d25e7b5324dceebbbe8021a2217 [formerly 1c62735c3ff7f53efbef3e45c2284739fc22ec32]
Former-commit-id: 3d331aae0e7db884e36d07b095a9d25a1dbe7926
This commit is contained in:
Lynix 2016-08-28 18:10:09 +02:00
parent 62cfdd6ade
commit 07fe2f560e
5 changed files with 423 additions and 120 deletions

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@ -8,18 +8,34 @@
#define NDK_APPLICATION_HPP
#include <NDK/Prerequesites.hpp>
#include <NDK/EntityOwner.hpp>
#include <NDK/World.hpp>
#include <Nazara/Core/Clock.hpp>
#include <Nazara/Utility/Window.hpp>
#include <list>
#include <set>
#include <vector>
#ifndef NDK_SERVER
#include <NDK/Console.hpp>
#include <Nazara/Core/Log.hpp>
#include <Nazara/Lua/LuaInstance.hpp>
#include <Nazara/Graphics/TextSprite.hpp>
#include <Nazara/Renderer/RenderTarget.hpp>
#include <Nazara/Utility/Window.hpp>
#endif
namespace Ndk
{
class NDK_API Application
{
public:
#ifndef NDK_SERVER
struct ConsoleOverlay;
struct FPSCounterOverlay;
#endif
inline Application();
inline Application(int argc, const char* argv[]);
Application(const Application&) = delete;
Application(Application&&) = delete;
inline ~Application();
@ -29,8 +45,21 @@ namespace Ndk
#endif
template<typename... Args> World& AddWorld(Args&&... args);
#ifndef NDK_SERVER
inline void EnableConsole(bool enable);
inline void EnableFPSCounter(bool enable);
inline ConsoleOverlay& GetConsoleOverlay(std::size_t windowIndex = 0U);
inline FPSCounterOverlay& GetFPSCounterOverlay(std::size_t windowIndex = 0U);
#endif
inline float GetUpdateTime() const;
#ifndef NDK_SERVER
inline bool IsConsoleEnabled() const;
inline bool IsFPSCounterEnabled() const;
#endif
bool Run();
#ifndef NDK_SERVER
@ -44,13 +73,56 @@ namespace Ndk
inline static Application* Instance();
#ifndef NDK_SERVER
struct ConsoleOverlay
{
std::unique_ptr<Console> console;
Nz::LuaInstance lua;
NazaraSlot(Nz::EventHandler, OnEvent, eventSlot);
NazaraSlot(Nz::EventHandler, OnKeyPressed, keyPressedSlot);
NazaraSlot(Nz::EventHandler, OnResized, resizedSlot);
NazaraSlot(Nz::Log, OnLogWrite, logSlot);
};
struct FPSCounterOverlay
{
Nz::TextSpriteRef sprite;
EntityOwner entity;
float elapsedTime = 0.f;
unsigned int frameCount = 0;
};
#endif
private:
#ifndef NDK_SERVER
std::vector<std::unique_ptr<Nz::Window>> m_windows;
enum OverlayFlags
{
OverlayFlags_Console = 0x1,
OverlayFlags_FPSCounter = 0x2
};
struct WindowInfo
{
inline WindowInfo(std::unique_ptr<Nz::Window>&& window);
Nz::RenderTarget* renderTarget;
std::unique_ptr<Nz::Window> window;
std::unique_ptr<ConsoleOverlay> console;
std::unique_ptr<FPSCounterOverlay> fpsCounter;
std::unique_ptr<World> overlayWorld;
};
void SetupConsole(WindowInfo& info);
void SetupFPSCounter(WindowInfo& info);
void SetupOverlay(WindowInfo& info);
std::vector<WindowInfo> m_windows;
#endif
std::list<World> m_worlds;
Nz::Clock m_updateClock;
#ifndef NDK_SERVER
Nz::UInt32 m_overlayFlags;
bool m_exitOnClosedWindows;
#endif
bool m_shouldQuit;

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@ -2,6 +2,7 @@
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
#include <NDK/Application.hpp>
#include <Nazara/Core/ErrorFlags.hpp>
#include <type_traits>
#include <NDK/Sdk.hpp>
@ -9,13 +10,15 @@
namespace Ndk
{
/*!
* \brief Constructs an Application object by default
* \brief Constructs an Application object without passing command-line arguments
*
* \remark Produces a NazaraAssert if there's more than one application instance currently running
* This calls Sdk::Initialize()
*
* \remark Only one Application instance can exist at a time
*/
inline Application::Application() :
#ifndef NDK_SERVER
m_overlayFlags(0U),
m_exitOnClosedWindows(true),
#endif
m_shouldQuit(false),
@ -31,9 +34,26 @@ namespace Ndk
}
/*!
* \brief Destructs the object
* \brief Constructs an Application object with command-line arguments
*
* Pass the argc and argv arguments from the main function.
*
* Command-line arguments can be retrieved by application methods
*
* This calls Sdk::Initialize()
*
* \remark Only one Application instance can exist at a time
*/
inline Application::Application(int argc, const char* argv[]) :
Application()
{
}
/*!
* \brief Destructs the application object
*
* This destroy all worlds and windows and then calls Sdk::Uninitialize
*/
inline Application::~Application()
{
m_worlds.clear();
@ -61,8 +81,28 @@ namespace Ndk
{
static_assert(std::is_base_of<Nz::Window, T>::value, "Type must inherit Window");
m_windows.emplace_back(new T(std::forward<Args>(args)...));
return static_cast<T&>(*m_windows.back().get());
m_windows.emplace_back(std::make_unique<T>(std::forward<Args>(args)...));
WindowInfo& info = m_windows.back();
T& window = static_cast<T&>(*info.window.get()); //< Warning: ugly
if (std::is_base_of<Nz::RenderTarget, T>())
{
info.renderTarget = &window;
if (m_overlayFlags)
{
SetupOverlay(info);
if (m_overlayFlags & OverlayFlags_Console)
SetupConsole(info);
if (m_overlayFlags & OverlayFlags_FPSCounter)
SetupFPSCounter(info);
}
}
return window;
}
#endif
@ -80,22 +120,159 @@ namespace Ndk
return m_worlds.back();
}
/*!
* \brief Enable/disable debug console
*
* \param enable Should the console overlay be enabled
*/
inline void Application::EnableConsole(bool enable)
{
if (enable != ((m_overlayFlags & OverlayFlags_Console) != 0))
{
if (enable)
{
if (m_overlayFlags == 0)
{
for (WindowInfo& info : m_windows)
SetupOverlay(info);
}
for (WindowInfo& info : m_windows)
SetupConsole(info);
m_overlayFlags |= OverlayFlags_Console;
}
else
{
for (WindowInfo& info : m_windows)
info.console.reset();
m_overlayFlags &= ~OverlayFlags_Console;
if (m_overlayFlags == 0)
{
for (WindowInfo& info : m_windows)
info.overlayWorld.reset();
}
}
}
}
/*!
* \brief Enable/disable debug FPS counter
*
* \param enable Should the FPS counter be displayed
*/
inline void Application::EnableFPSCounter(bool enable)
{
if (enable != ((m_overlayFlags & OverlayFlags_FPSCounter) != 0))
{
if (enable)
{
if (m_overlayFlags == 0)
{
for (WindowInfo& info : m_windows)
SetupOverlay(info);
}
for (WindowInfo& info : m_windows)
SetupFPSCounter(info);
m_overlayFlags |= OverlayFlags_FPSCounter;
}
else
{
for (WindowInfo& info : m_windows)
info.fpsCounter.reset();
m_overlayFlags &= ~OverlayFlags_FPSCounter;
if (m_overlayFlags == 0)
{
for (WindowInfo& info : m_windows)
info.overlayWorld.reset();
}
}
}
}
/*!
* \brief Gets the console overlay for a specific window
*
* \param windowIndex Index of the window to get
*
* \remark The console overlay must be enabled
*
* \return A reference to the console overlay of the window
*
* \see IsConsoleOverlayEnabled
*/
inline Application::ConsoleOverlay& Application::GetConsoleOverlay(std::size_t windowIndex)
{
NazaraAssert(m_overlayFlags & OverlayFlags_Console, "Console overlay is not enabled");
NazaraAssert(windowIndex <= m_windows.size(), "Window index is out of range");
return *m_windows[windowIndex].console;
}
/*!
* \brief Gets the console overlay for a specific window
*
* \param windowIndex Index of the window to get
*
* \remark The console overlay must be enabled
*
* \return A reference to the console overlay of the window
*
* \see IsFPSCounterEnabled
*/
inline Application::FPSCounterOverlay& Application::GetFPSCounterOverlay(std::size_t windowIndex)
{
NazaraAssert(m_overlayFlags & OverlayFlags_FPSCounter, "FPS counter overlay is not enabled");
NazaraAssert(windowIndex <= m_windows.size(), "Window index is out of range");
return *m_windows[windowIndex].fpsCounter;
}
/*!
* \brief Gets the update time of the application
* \return Update rate
*/
inline float Application::GetUpdateTime() const
{
return m_updateTime;
}
/*!
* \brief Checks if the console overlay is enabled
*
* \remark This has nothing to do with the visibility state of the console
*
* \return True if the console overlay is enabled
*
* \see GetConsoleOverlay
*/
inline bool Application::IsConsoleEnabled() const
{
return (m_overlayFlags & OverlayFlags_Console) != 0;
}
/*!
* \brief Checks if the FPS counter overlay is enabled
* \return True if the FPS counter overlay is enabled
*
* \see GetFPSCounterOverlay
*/
inline bool Application::IsFPSCounterEnabled() const
{
return (m_overlayFlags & OverlayFlags_FPSCounter) != 0;
}
/*!
* \brief Makes the application exit when there's no more open window
*
* \param exitOnClosedWindows Should exit be called when no more window is open
*/
#ifndef NDK_SERVER
inline void Application::MakeExitOnLastWindowClosed(bool exitOnClosedWindows)
{
@ -121,4 +298,10 @@ namespace Ndk
{
return s_application;
}
inline Application::WindowInfo::WindowInfo(std::unique_ptr<Nz::Window>&& window) :
window(std::move(window)),
renderTarget(nullptr)
{
}
}

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@ -4,6 +4,15 @@
#include <NDK/Application.hpp>
#ifndef NDK_SERVER
#include <NDK/Components/CameraComponent.hpp>
#include <NDK/Components/GraphicsComponent.hpp>
#include <NDK/Components/NodeComponent.hpp>
#include <NDK/Systems/RenderSystem.hpp>
#include <NDK/LuaAPI.hpp>
#include <Nazara/Utility/SimpleTextDrawer.hpp>
#endif
namespace Ndk
{
/*!
@ -15,7 +24,6 @@ namespace Ndk
/*!
* \brief Runs the application by updating worlds, taking care about windows, ...
*/
bool Application::Run()
{
#ifndef NDK_SERVER
@ -24,7 +32,7 @@ namespace Ndk
auto it = m_windows.begin();
while (it != m_windows.end())
{
Nz::Window& window = **it;
Nz::Window& window = *it->window;
window.ProcessEvents();
@ -54,8 +62,128 @@ namespace Ndk
for (World& world : m_worlds)
world.Update(m_updateTime);
#ifndef NDK_SERVER
for (WindowInfo& info : m_windows)
{
if (info.fpsCounter)
{
FPSCounterOverlay& fpsCounter = *info.fpsCounter;
fpsCounter.frameCount++;
fpsCounter.elapsedTime += m_updateTime;
if (fpsCounter.elapsedTime >= 1.f)
{
fpsCounter.sprite->Update(Nz::SimpleTextDrawer::Draw("FPS: " + Nz::String::Number(fpsCounter.frameCount), 36));
fpsCounter.frameCount = 0;
fpsCounter.elapsedTime = 0.f;
}
}
info.overlayWorld->Update(m_updateTime);
}
#endif
return true;
}
void Application::SetupConsole(WindowInfo& info)
{
std::unique_ptr<ConsoleOverlay> overlay = std::make_unique<ConsoleOverlay>();
overlay->console = std::make_unique<Console>(*info.overlayWorld, Nz::Vector2f(Nz::Vector2ui(info.window->GetWidth(), info.window->GetHeight() / 4)), overlay->lua);
Console& consoleRef = *overlay->console;
// Redirect logs toward the console
overlay->logSlot.Connect(Nz::Log::OnLogWrite, [&consoleRef] (const Nz::String& str)
{
consoleRef.AddLine(str);
});
LuaAPI::RegisterClasses(overlay->lua);
// Override "print" function to add a line in the console
overlay->lua.PushFunction([&consoleRef] (Nz::LuaInstance& instance)
{
Nz::StringStream stream;
unsigned int argCount = instance.GetStackTop();
instance.GetGlobal("tostring");
for (unsigned int i = 1; i <= argCount; ++i)
{
instance.PushValue(-1); // tostring function
instance.PushValue(i); // argument
instance.Call(1, 1);
std::size_t length;
const char* str = instance.CheckString(-1, &length);
if (i > 1)
stream << '\t';
stream << Nz::String(str, length);
instance.Pop(1);
}
consoleRef.AddLine(stream);
return 0;
});
overlay->lua.SetGlobal("print");
// Define a few base variables to allow our interface to interact with the application
overlay->lua.PushGlobal("Application", Ndk::Application::Instance());
overlay->lua.PushGlobal("Console", consoleRef.CreateHandle());
// Setup a few event callback to handle the console
Nz::EventHandler& eventHandler = info.window->GetEventHandler();
overlay->eventSlot.Connect(eventHandler.OnEvent, [&consoleRef] (const Nz::EventHandler*, const Nz::WindowEvent& event)
{
if (consoleRef.IsVisible())
consoleRef.SendEvent(event);
});
overlay->keyPressedSlot.Connect(eventHandler.OnKeyPressed, [&consoleRef] (const Nz::EventHandler*, const Nz::WindowEvent::KeyEvent& event)
{
if (event.code == Nz::Keyboard::F9)
consoleRef.Show(!consoleRef.IsVisible());
});
overlay->resizedSlot.Connect(eventHandler.OnResized, [&consoleRef] (const Nz::EventHandler*, const Nz::WindowEvent::SizeEvent& event)
{
consoleRef.SetSize({float(event.width), event.height / 4.f});
});
info.console = std::move(overlay);
}
void Application::SetupFPSCounter(WindowInfo& info)
{
std::unique_ptr<FPSCounterOverlay> fpsCounter = std::make_unique<FPSCounterOverlay>();
fpsCounter->sprite = Nz::TextSprite::New();
fpsCounter->entity = info.overlayWorld->CreateEntity();
fpsCounter->entity->AddComponent<NodeComponent>();
fpsCounter->entity->AddComponent<GraphicsComponent>().Attach(fpsCounter->sprite);
info.fpsCounter = std::move(fpsCounter);
}
void Application::SetupOverlay(WindowInfo& info)
{
info.overlayWorld = std::make_unique<World>(false); //< No default system
RenderSystem& renderSystem = info.overlayWorld->AddSystem<RenderSystem>();
renderSystem.ChangeRenderTechnique<Nz::ForwardRenderTechnique>();
renderSystem.SetDefaultBackground(nullptr);
renderSystem.SetGlobalUp(Nz::Vector3f::Down());
EntityHandle viewer = info.overlayWorld->CreateEntity();
CameraComponent& camComponent = viewer->AddComponent<CameraComponent>();
viewer->AddComponent<NodeComponent>();
camComponent.SetProjectionType(Nz::ProjectionType_Orthogonal);
camComponent.SetTarget(info.renderTarget);
}
Application* Application::s_application = nullptr;
}

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@ -17,7 +17,14 @@ namespace Ndk
#ifndef NDK_SERVER
//application.SetMethod("AddWindow", &Application::AddWindow);
application.BindMethod("EnableConsole", &Application::EnableConsole);
application.BindMethod("EnableFPSCounter", &Application::EnableFPSCounter);
application.BindMethod("IsConsoleEnabled", &Application::IsConsoleEnabled);
application.BindMethod("IsFPSCounterEnabled", &Application::IsFPSCounterEnabled);
#endif
application.BindMethod("AddWorld", [] (Nz::LuaInstance& instance, Application* application) -> int
{
instance.Push(application->AddWorld().CreateHandle());

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@ -256,81 +256,19 @@ int main()
// On lie la caméra à la fenêtre
cameraComp.SetTarget(&window);
// Et on créé deux horloges pour gérer le temps
Nz::Clock secondClock, updateClock;
// Et on créé une horloge pour gérer le temps
Nz::Clock updateClock;
Nz::UInt64 updateAccumulator = 0;
// Ainsi qu'un compteur de FPS improvisé
unsigned int fps = 0;
// Quelques variables de plus pour notre caméra
bool smoothMovement = true;
Nz::Vector3f targetPos = cameraNode.GetPosition();
// Pour ajouter une console à notre application, nous avons besoin d'un monde 2D pour gérer ces rendus
Ndk::WorldHandle world2D = application.AddWorld().CreateHandle();
world2D->GetSystem<Ndk::RenderSystem>().SetDefaultBackground(nullptr);
world2D->GetSystem<Ndk::RenderSystem>().SetGlobalUp(Nz::Vector3f::Down());
// Nous ajoutons une caméra comme précédement
Ndk::EntityHandle viewEntity = world2D->CreateEntity();
viewEntity->AddComponent<Ndk::NodeComponent>();
// À la différence que celui-ci effectuera une projection orthogonale
Ndk::CameraComponent& viewer = viewEntity->AddComponent<Ndk::CameraComponent>();
viewer.SetTarget(&window);
viewer.SetProjectionType(Nz::ProjectionType_Orthogonal);
// Nous créons un environnement Lua pour gérer nos scripts
Nz::LuaInstance lua;
// Faisons en sorte d'enregistrer les classes du moteur dans cet environnement
Ndk::LuaAPI::RegisterClasses(lua);
// Ensuite nous créons la console en elle-même
Ndk::Console console(*world2D, Nz::Vector2f(window.GetWidth(), window.GetHeight() / 4), lua);
// Nous redirigeons les logs vers cette console
Nz::Log::OnLogWriteType::ConnectionGuard logGuard = Nz::Log::OnLogWrite.Connect([&console] (const Nz::String& str)
{
console.AddLine(str);
});
// Nous réécrivons la fonction "print" du Lua pour la rediriger vers la console
lua.PushFunction([&console] (Nz::LuaInstance& instance)
{
Nz::StringStream stream;
unsigned int argCount = instance.GetStackTop();
instance.GetGlobal("tostring");
for (unsigned int i = 1; i <= argCount; ++i)
{
instance.PushValue(-1); // ToString
instance.PushValue(i); // Arg
instance.Call(1, 1);
std::size_t length;
const char* str = instance.CheckString(-1, &length);
if (i > 1)
stream << '\t';
stream << Nz::String(str, length);
instance.Pop(1);
}
console.AddLine(stream);
return 0;
});
lua.SetGlobal("print");
// Définissons quelques variables de base
lua.PushGlobal("Application", Ndk::Application::Instance());
lua.PushGlobal("Console", console.CreateHandle());
lua.PushGlobal("Spaceship", spaceship->CreateHandle());
lua.PushGlobal("World", world->CreateHandle());
window.EnableEventPolling(true); // Déprécié
application.EnableConsole(true);
application.EnableFPSCounter(true);
// Début de la boucle de rendu du programme (s'occupant par exemple de mettre à jour le monde)
while (application.Run())
{
@ -342,8 +280,12 @@ int main()
{
case Nz::WindowEventType_MouseMoved: // La souris a bougé
{
if (console.IsVisible())
break;
if (application.IsConsoleEnabled())
{
Ndk::Application::ConsoleOverlay& consoleOverlay = application.GetConsoleOverlay();
if (consoleOverlay.console->IsVisible())
break;
}
// Gestion de la caméra free-fly (Rotation)
float sensitivity = 0.3f; // Sensibilité de la souris
@ -368,9 +310,6 @@ int main()
break;
case Nz::WindowEventType_KeyPressed: // Une touche a été pressée !
if (console.IsVisible())
console.SendEvent(event);
if (event.key.code == Nz::Keyboard::Key::Escape)
window.Close();
else if (event.key.code == Nz::Keyboard::F1)
@ -383,19 +322,6 @@ int main()
else
smoothMovement = true;
}
else if (event.key.code == Nz::Keyboard::F9)
console.Show(!console.IsVisible());
break;
case Nz::WindowEventType_TextEntered:
{
if (console.IsVisible())
console.SendCharacter(event.text.character);
break;
}
case Nz::WindowEventType_Resized:
console.SetSize({float(event.size.width), event.size.height / 4.f});
break;
default:
@ -419,7 +345,16 @@ int main()
// Vitesse de déplacement de la caméra
float cameraSpeed = 3.f * elapsedTime; // Trois mètres par seconde
if (!console.IsVisible())
bool move = true;
if (application.IsConsoleEnabled())
{
Ndk::Application::ConsoleOverlay& consoleOverlay = application.GetConsoleOverlay();
if (consoleOverlay.console->IsVisible())
move = false;
}
if (move)
{
// Si la touche espace est enfoncée, notre vitesse de déplacement est multipliée par deux
if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::Space))
@ -460,28 +395,6 @@ int main()
// Après avoir dessiné sur la fenêtre, il faut s'assurer qu'elle affiche cela
// Cet appel ne fait rien d'autre qu'échanger les buffers de rendu (Double Buffering)
window.Display();
// On incrémente le compteur de FPS improvisé
fps++;
if (secondClock.GetMilliseconds() >= 1000) // Toutes les secondes
{
// Et on insère ces données dans le titre de la fenêtre
window.SetTitle(windowTitle + " - " + Nz::String::Number(fps) + " FPS");
/*
Note: En C++11 il est possible d'insérer de l'Unicode de façon standard, quel que soit l'encodage du fichier,
via quelque chose de similaire à u8"Cha\u00CEne de caract\u00E8res".
Cependant, si le code source est encodé en UTF-8 (Comme c'est le cas dans ce fichier),
cela fonctionnera aussi comme ceci : "Chaîne de caractères".
*/
// Et on réinitialise le compteur de FPS
fps = 0;
// Et on relance l'horloge pour refaire ça dans une seconde
secondClock.Restart();
}
}
return EXIT_SUCCESS;