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Implement singleton class into application

master
Riyyi 4 years ago
parent
commit
c1ae98c659
  1. 8
      game/src/game.cpp
  2. 7
      inferno/src/inferno/application.cpp
  3. 28
      inferno/src/inferno/application.h
  4. 8
      inferno/src/inferno/entrypoint.h

8
game/src/game.cpp

@ -4,11 +4,11 @@
class Game : public Inferno::Application class Game : public Inferno::Application
{ {
public: public:
Game() {}; Game() : Application({}) {}
~Game() {}; ~Game() {}
}; };
Inferno::Application* Inferno::createApplication() Inferno::Application& Inferno::getApplication()
{ {
return new Game(); return Game::the();
} }

7
inferno/src/inferno/application.cpp

@ -21,13 +21,8 @@
namespace Inferno { namespace Inferno {
Application* Application::s_instance = nullptr; Application::Application(s)
Application::Application()
{ {
ASSERT(!s_instance, "Application already exists!");
s_instance = this;
// Initialize // Initialize
Settings::initialize(); Settings::initialize();

28
inferno/src/inferno/application.h

@ -3,6 +3,8 @@
#include <memory> // std::unique_ptr, std::shared_ptr #include <memory> // std::unique_ptr, std::shared_ptr
#include "inferno/singleton.h"
namespace Inferno { namespace Inferno {
class Event; class Event;
@ -14,12 +16,9 @@ namespace Inferno {
class WindowCloseEvent; class WindowCloseEvent;
class WindowResizeEvent; class WindowResizeEvent;
class VertexArray; class Application : public Singleton<Application> {
class Shader;
class Application {
public: public:
Application(); Application(s);
virtual ~Application(); virtual ~Application();
int run(); int run();
@ -30,31 +29,24 @@ namespace Inferno {
bool onKeyPress(KeyPressEvent& e); bool onKeyPress(KeyPressEvent& e);
bool onMousePosition(MousePositionEvent& e); bool onMousePosition(MousePositionEvent& e);
// -----------------------------------------
inline void setStatus(int status) { m_status = status; } inline void setStatus(int status) { m_status = status; }
inline Window& getWindow() const { return *m_window; } inline Window& getWindow() const { return *m_window; }
static inline Application& the() { return *s_instance; }
private: private:
std::unique_ptr<Window> m_window; int m_status = 0;
std::shared_ptr<Scene> m_scene; float m_lastFrameTime { 0.0f };
float m_lastFrameTime = 0.0f; std::unique_ptr<Window> m_window { nullptr };
std::shared_ptr<Scene> m_scene { nullptr };
// //
std::shared_ptr<Font> m_font; std::shared_ptr<Font> m_font { nullptr };
// //
int m_status = 0;
static Application* s_instance;
}; };
// To be defined in the game // To be defined in the game
extern Application* createApplication(); extern Application& getApplication();
} }

8
inferno/src/inferno/entrypoint.h

@ -15,13 +15,7 @@ int main(int argc, char* argv[])
(void)argc; (void)argc;
(void)argv; (void)argv;
auto app = Inferno::createApplication(); return Inferno::getApplication().run();
int status = app->run();
delete app;
return status;
} }
#endif // ENTRYPOINT_H #endif // ENTRYPOINT_H

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