168 lines
5.2 KiB
C++
168 lines
5.2 KiB
C++
#pragma once
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#include "../Config.h"
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#include "../../states/State.h"
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#include "../container/ServiceContainer.h"
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#include <memory>
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#include <string>
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// Forward declarations
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class RenderManager;
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class InputManager;
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class StateManager;
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class AssetManager;
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class Game;
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class ScoreManager;
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class Starfield;
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class Starfield3D;
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class FontAtlas;
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class LineEffect;
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class CoopGame;
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// Forward declare state classes (top-level, defined under src/states)
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class LoadingState;
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class MenuState;
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class OptionsState;
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class LevelSelectorState;
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class PlayingState;
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/**
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* ApplicationManager - Central coordinator for the entire application lifecycle
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*
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* Responsibilities:
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* - Initialize and shutdown all subsystems
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* - Coordinate the main application loop
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* - Manage high-level application state
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* - Provide clean separation between main() and application logic
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*/
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class ApplicationManager {
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public:
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ApplicationManager();
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~ApplicationManager();
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// Core lifecycle methods
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bool initialize(int argc, char* argv[]);
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void run();
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void shutdown();
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// Application state
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bool isRunning() const { return m_running; }
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void requestShutdown() { m_running = false; }
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// Access to managers (for now, will be replaced with dependency injection later)
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RenderManager* getRenderManager() const { return m_renderManager.get(); }
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InputManager* getInputManager() const { return m_inputManager.get(); }
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AssetManager* getAssetManager() const { return m_assetManager.get(); }
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StateManager* getStateManager() const { return m_stateManager.get(); }
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// Service container access
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ServiceContainer& getServiceContainer() { return m_serviceContainer; }
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private:
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// Helper used by setupStateHandlers (defined in cpp)
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static void renderLoading(ApplicationManager* app, RenderManager& renderer);
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// Initialization methods
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bool initializeSDL();
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bool initializeManagers();
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bool initializeGame();
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void setupStateHandlers();
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void registerServices();
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// Main loop methods
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void processEvents();
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void update(float deltaTime);
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void render();
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// Cleanup methods
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void cleanupManagers();
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void cleanupSDL();
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// Core managers
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std::unique_ptr<RenderManager> m_renderManager;
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std::unique_ptr<InputManager> m_inputManager;
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std::unique_ptr<AssetManager> m_assetManager;
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std::unique_ptr<StateManager> m_stateManager;
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// Dependency injection container
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ServiceContainer m_serviceContainer;
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// Visual effects
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std::unique_ptr<Starfield3D> m_starfield3D;
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std::unique_ptr<Starfield> m_starfield;
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// Menu / UI state pieces mirrored from main.cpp
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bool m_musicEnabled = true;
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int m_startLevelSelection = 0;
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int m_hoveredButton = -1;
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bool m_showSettingsPopup = false;
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bool m_showHelpOverlay = false;
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bool m_showExitConfirmPopup = false;
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int m_exitPopupSelectedButton = 1; // 0 = YES, 1 = NO
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bool m_isFullscreen = false;
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std::string m_playerName = "PLAYER";
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uint64_t m_loadStartTicks = 0;
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bool m_musicStarted = false;
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bool m_musicLoaded = false;
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int m_currentTrackLoading = 0;
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int m_totalTracks = 0;
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// Persistence (ScoreManager declared at top-level)
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std::unique_ptr<ScoreManager> m_scoreManager;
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// Gameplay pieces
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std::unique_ptr<Game> m_game;
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std::unique_ptr<CoopGame> m_coopGame;
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std::unique_ptr<LineEffect> m_lineEffect;
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// DAS/ARR movement timing (from original main.cpp)
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bool m_leftHeld = false;
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bool m_rightHeld = false;
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double m_moveTimerMs = 0.0;
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static constexpr double DAS = 170.0; // Delayed Auto Shift
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static constexpr double ARR = 40.0; // Auto Repeat Rate
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// Coop DAS/ARR per player
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bool m_p1LeftHeld = false;
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bool m_p1RightHeld = false;
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bool m_p2LeftHeld = false;
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bool m_p2RightHeld = false;
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double m_p1MoveTimerMs = 0.0;
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double m_p2MoveTimerMs = 0.0;
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// State context (must be a member to ensure lifetime)
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StateContext m_stateContext;
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// State objects (mirror main.cpp pattern)
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std::unique_ptr<LoadingState> m_loadingState;
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std::unique_ptr<MenuState> m_menuState;
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std::unique_ptr<OptionsState> m_optionsState;
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std::unique_ptr<LevelSelectorState> m_levelSelectorState;
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std::unique_ptr<PlayingState> m_playingState;
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// Application state
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bool m_running = false;
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bool m_initialized = false;
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// Timing
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uint64_t m_lastFrameTime = 0;
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// Configuration
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int m_windowWidth = Config::Window::DEFAULT_WIDTH;
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int m_windowHeight = Config::Window::DEFAULT_HEIGHT;
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std::string m_windowTitle = Config::Window::DEFAULT_TITLE;
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// Animation state
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float m_logoAnimCounter = 0.0f;
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bool m_helpOverlayPausedGame = false;
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// Intro video playback (in-process via FFmpeg)
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bool m_introStarted = false;
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std::string m_introPath = "assets/videos/spacetris_intro.mp4";
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std::unique_ptr<class VideoPlayer> m_videoPlayer;
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// Gameplay background (per-level) with fade, mirroring main.cpp behavior
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SDL_Texture* m_levelBackgroundTex = nullptr;
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SDL_Texture* m_nextLevelBackgroundTex = nullptr; // used during fade transitions
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float m_levelFadeAlpha = 0.0f; // 0..1 blend factor
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float m_levelFadeElapsed = 0.0f; // ms
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int m_cachedBgLevel = -1; // last loaded background level index
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};
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