------------------------ AbstractFramework::Run Bootstrap the engine and start the main loop
| 60 | // Bootstrap the engine and start the main loop |
| 61 | // |
| 62 | void AbstractFramework::Run() |
| 63 | { |
| 64 | core::Logger::Initialize();//Init logger first because all output depends on it from the start |
| 65 | //Logger::StartFileLogging("debug_log.log"); |
| 66 | |
| 67 | LOG(FS("E.T.Engine")); |
| 68 | LOG(FS("//////////")); |
| 69 | LOG(""); |
| 70 | LOG(FS(" - version: %s", et::build::Version::s_Name.c_str())); |
| 71 | LOG(""); |
| 72 | |
| 73 | fw::Config* const cfg = fw::Config::GetInstance(); |
| 74 | cfg->Initialize(); |
| 75 | |
| 76 | // init unified scene, systems etc |
| 77 | fw::UnifiedScene::Instance().GetEventDispatcher().Register(fw::E_SceneEvent::RegisterSystems, |
| 78 | fw::T_SceneEventCallback([this](fw::T_SceneEventFlags const flags, fw::SceneEventData const* const eventData) |
| 79 | { |
| 80 | UNUSED(flags); |
| 81 | UNUSED(eventData); |
| 82 | |
| 83 | OnSystemInit(); |
| 84 | })); |
| 85 | |
| 86 | // ensure we show the splash screen every time the scene switches |
| 87 | // Callback ID not required as we destroy the scene manager here before destroying this class |
| 88 | fw::UnifiedScene::Instance().GetEventDispatcher().Register(fw::E_SceneEvent::SceneSwitch | fw::E_SceneEvent::Activated, |
| 89 | fw::T_SceneEventCallback([this](fw::T_SceneEventFlags const flags, fw::SceneEventData const* const evnt) |
| 90 | { |
| 91 | UNUSED(evnt); |
| 92 | |
| 93 | switch (static_cast<fw::E_SceneEvent>(flags)) |
| 94 | { |
| 95 | case fw::E_SceneEvent::SceneSwitch: |
| 96 | m_Viewport->SetRenderer(m_SplashScreenRenderer); |
| 97 | |
| 98 | m_Viewport->SetTickDisabled(true); |
| 99 | m_RenderArea.Update(); // update manually incase we don't run the game loop before the new scene is activated |
| 100 | m_Viewport->SetTickDisabled(false); |
| 101 | break; |
| 102 | |
| 103 | case fw::E_SceneEvent::Activated: |
| 104 | m_Viewport->SetRenderer(m_SceneRenderer); // update will happen anyway during the loop |
| 105 | break; |
| 106 | |
| 107 | default: |
| 108 | ET_ASSERT(true, "Unexpected scene event type!"); |
| 109 | break; |
| 110 | } |
| 111 | })); |
| 112 | |
| 113 | fw::UnifiedScene::Instance().Init(); |
| 114 | |
| 115 | // init rendering target |
| 116 | m_Viewport = new render::Viewport(&m_RenderArea); |
| 117 | m_SplashScreenRenderer = new render::SplashScreenRenderer(); |
| 118 | m_Viewport->SetRenderer(m_SplashScreenRenderer); |
| 119 | m_RenderArea.Initialize(); // also initializes the viewport and its renderer |
no test coverage detected