Main: Group static members and add some docs

This commit is contained in:
Rémi Verschelde 2018-09-20 11:45:05 +02:00
parent 4fca3fe180
commit eb4af940dd
2 changed files with 111 additions and 62 deletions

View file

@ -77,63 +77,95 @@
#include "editor/project_manager.h"
#endif
static ProjectSettings *globals = NULL;
/* Static members */
// Singletons
// Initialized in setup()
static Engine *engine = NULL;
static ProjectSettings *globals = NULL;
static InputMap *input_map = NULL;
static bool _start_success = false;
static ScriptDebugger *script_debugger = NULL;
AudioServer *audio_server = NULL;
ARVRServer *arvr_server = NULL;
PhysicsServer *physics_server = NULL;
Physics2DServer *physics_2d_server = NULL;
static MessageQueue *message_queue = NULL;
static TranslationServer *translation_server = NULL;
static Performance *performance = NULL;
static PackedData *packed_data = NULL;
#ifdef MINIZIP_ENABLED
static ZipArchive *zip_packed_data = NULL;
#endif
static FileAccessNetworkClient *file_access_network_client = NULL;
static TranslationServer *translation_server = NULL;
static ScriptDebugger *script_debugger = NULL;
static MessageQueue *message_queue = NULL;
// Initialized in setup2()
static AudioServer *audio_server = NULL;
static ARVRServer *arvr_server = NULL;
static PhysicsServer *physics_server = NULL;
static Physics2DServer *physics_2d_server = NULL;
// We error out if setup2() doesn't turn this true
static bool _start_success = false;
// Drivers
static int video_driver_idx = -1;
static int audio_driver_idx = -1;
// Engine config/tools
static bool editor = false;
static bool project_manager = false;
static String locale;
static bool show_help = false;
static bool auto_build_solutions = false;
static bool auto_quit = false;
static OS::ProcessID allow_focus_steal_pid = 0;
// Display
static OS::VideoMode video_mode;
static int init_screen = -1;
static bool init_fullscreen = false;
static bool init_maximized = false;
static bool init_windowed = false;
static bool init_fullscreen = false;
static bool init_always_on_top = false;
static bool init_use_custom_pos = false;
static Vector2 init_custom_pos;
static bool force_lowdpi = false;
static bool use_vsync = true;
// Debug
static bool use_debug_profiler = false;
#ifdef DEBUG_ENABLED
static bool debug_collisions = false;
static bool debug_navigation = false;
#endif
static int frame_delay = 0;
static Vector2 init_custom_pos;
static int video_driver_idx = -1;
static int audio_driver_idx = -1;
static String locale;
static bool use_debug_profiler = false;
static bool force_lowdpi = false;
static int init_screen = -1;
static bool use_vsync = true;
static bool editor = false;
static bool show_help = false;
static bool disable_render_loop = false;
static int fixed_fps = -1;
static bool auto_build_solutions = false;
static bool auto_quit = false;
static bool print_fps = false;
static OS::ProcessID allow_focus_steal_pid = 0;
static bool project_manager = false;
/* Helper methods */
// Used by Mono module, should likely be registered in Engine singleton instead
// FIXME: This is also not 100% accurate, `project_manager` is only true when it was requested,
// but not if e.g. we fail to load and project and fallback to the manager.
bool Main::is_project_manager() {
return project_manager;
}
void initialize_physics() {
static String unescape_cmdline(const String &p_str) {
return p_str.replace("%20", " ");
}
static String get_full_version_string() {
String hash = String(VERSION_HASH);
if (hash.length() != 0)
hash = "." + hash.left(7);
return String(VERSION_FULL_BUILD) + hash;
}
// FIXME: Could maybe be moved to PhysicsServerManager and Physics2DServerManager directly
// to have less code in main.cpp.
void initialize_physics() {
/// 3D Physics Server
physics_server = PhysicsServerManager::new_server(ProjectSettings::get_singleton()->get(PhysicsServerManager::setting_property_name));
if (!physics_server) {
@ -161,19 +193,6 @@ void finalize_physics() {
memdelete(physics_2d_server);
}
static String unescape_cmdline(const String &p_str) {
return p_str.replace("%20", " ");
}
static String get_full_version_string() {
String hash = String(VERSION_HASH);
if (hash.length() != 0)
hash = "." + hash.left(7);
return String(VERSION_FULL_BUILD) + hash;
}
//#define DEBUG_INIT
#ifdef DEBUG_INIT
#define MAIN_PRINT(m_txt) print_line(m_txt)
@ -278,6 +297,32 @@ void Main::print_help(const char *p_binary) {
#endif
}
/* Engine initialization
*
* Consists of several methods that are called by each platform's specific main(argc, argv).
* To fully understand engine init, one should therefore start from the platform's main and
* see how it calls into the Main class' methods.
*
* The initialization is typically done in 3 steps (with the setup2 step triggered either
* automatically by setup, or manually in the platform's main).
*
* - setup(execpath, argc, argv, p_second_phase) is the main entry point for all platforms,
* responsible for the initialization of all low level singletons and core types, and parsing
* command line arguments to configure things accordingly.
* If p_second_phase is true, it will chain into setup2() (default behaviour). This is
* disabled on some platforms (Android, iOS, UWP) which trigger the second step in their
* own time.
*
* - setup2(p_main_tid_override) registers high level servers and singletons, displays the
* boot splash, then registers higher level types (scene, editor, etc.).
*
* - start() is the last step and that's where command line tools can run, or the main loop
* can be created eventually and the project settings put into action. That's also where
* the editor node is created, if relevant.
* start() does it own argument parsing for a subset of the command line arguments described
* in help, it's a bit messy and should be globalized with the setup() parsing somehow.
*/
Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_phase) {
RID_OwnerBase::init_rid();
@ -1003,15 +1048,6 @@ error:
if (file_access_network_client)
memdelete(file_access_network_client);
// Note 1: *zip_packed_data live into *packed_data
// Note 2: PackedData::~PackedData destroy this.
/*
#ifdef MINIZIP_ENABLED
if (zip_packed_data)
memdelete( zip_packed_data );
#endif
*/
unregister_core_driver_types();
unregister_core_types();
@ -1210,7 +1246,6 @@ Error Main::setup2(Thread::ID p_main_tid_override) {
}
// everything the main loop needs to know about frame timings
static MainTimerSync main_timer_sync;
bool Main::start() {
@ -1713,13 +1748,23 @@ bool Main::start() {
return true;
}
/* Main iteration
*
* This is the iteration of the engine's game loop, advancing the state of physics,
* rendering and audio.
* It's called directly by the platform's OS::run method, where the loop is created
* and monitored.
*
* The OS implementation can impact its draw step with the Main::force_redraw() method.
*/
uint64_t Main::last_ticks = 0;
uint64_t Main::target_ticks = 0;
uint32_t Main::frames = 0;
uint32_t Main::frame = 0;
bool Main::force_redraw_requested = false;
//for performance metrics
// For performance metrics
static uint64_t physics_process_max = 0;
static uint64_t idle_process_max = 0;
@ -1743,11 +1788,6 @@ bool Main::iteration() {
Engine::get_singleton()->_frame_step = step;
/*
if (time_accum+step < frame_slice)
return false;
*/
uint64_t physics_process_ticks = 0;
uint64_t idle_process_ticks = 0;
@ -1891,9 +1931,15 @@ bool Main::iteration() {
}
void Main::force_redraw() {
force_redraw_requested = true;
};
}
/* Engine deinitialization
*
* Responsible for freeing all the memory allocated by previous setup steps,
* so that the engine closes cleanly without leaking memory or crashing.
* The order matters as some of those steps are linked with each other.
*/
void Main::cleanup() {

View file

@ -49,13 +49,16 @@ class Main {
static bool force_redraw_requested;
public:
static bool is_project_manager();
static Error setup(const char *execpath, int argc, char *argv[], bool p_second_phase = true);
static Error setup2(Thread::ID p_main_tid_override = 0);
static bool start();
static bool iteration();
static void cleanup();
static void force_redraw();
static bool is_project_manager();
static void cleanup();
};
#endif
#endif // MAIN_H