diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2018-09-20 11:45:05 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2018-09-20 14:38:40 +0200 |
commit | eb4af940dd0aa427045e3d2f19b8f747cafd14ee (patch) | |
tree | ee4ab4b77e8ceb99d926c1f3ec3d39631c39f5d9 /main/main.cpp | |
parent | 4fca3fe180fa7be4f8e1e4859f532c0d407432c7 (diff) |
Main: Group static members and add some docs
Diffstat (limited to 'main/main.cpp')
-rw-r--r-- | main/main.cpp | 164 |
1 files changed, 105 insertions, 59 deletions
diff --git a/main/main.cpp b/main/main.cpp index db82ff8f6e..dac646ba70 100644 --- a/main/main.cpp +++ b/main/main.cpp @@ -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() { |