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https://github.com/godotengine/godot
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Main: Group static members and add some docs
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parent
4fca3fe180
commit
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164
main/main.cpp
164
main/main.cpp
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@ -77,63 +77,95 @@
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#include "editor/project_manager.h"
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#endif
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static ProjectSettings *globals = NULL;
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/* Static members */
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// Singletons
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// Initialized in setup()
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static Engine *engine = NULL;
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static ProjectSettings *globals = NULL;
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static InputMap *input_map = NULL;
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static bool _start_success = false;
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static ScriptDebugger *script_debugger = NULL;
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AudioServer *audio_server = NULL;
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ARVRServer *arvr_server = NULL;
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PhysicsServer *physics_server = NULL;
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Physics2DServer *physics_2d_server = NULL;
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static MessageQueue *message_queue = NULL;
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static TranslationServer *translation_server = NULL;
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static Performance *performance = NULL;
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static PackedData *packed_data = NULL;
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#ifdef MINIZIP_ENABLED
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static ZipArchive *zip_packed_data = NULL;
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#endif
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static FileAccessNetworkClient *file_access_network_client = NULL;
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static TranslationServer *translation_server = NULL;
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static ScriptDebugger *script_debugger = NULL;
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static MessageQueue *message_queue = NULL;
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// Initialized in setup2()
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static AudioServer *audio_server = NULL;
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static ARVRServer *arvr_server = NULL;
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static PhysicsServer *physics_server = NULL;
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static Physics2DServer *physics_2d_server = NULL;
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// We error out if setup2() doesn't turn this true
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static bool _start_success = false;
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// Drivers
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static int video_driver_idx = -1;
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static int audio_driver_idx = -1;
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// Engine config/tools
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static bool editor = false;
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static bool project_manager = false;
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static String locale;
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static bool show_help = false;
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static bool auto_build_solutions = false;
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static bool auto_quit = false;
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static OS::ProcessID allow_focus_steal_pid = 0;
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// Display
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static OS::VideoMode video_mode;
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static int init_screen = -1;
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static bool init_fullscreen = false;
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static bool init_maximized = false;
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static bool init_windowed = false;
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static bool init_fullscreen = false;
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static bool init_always_on_top = false;
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static bool init_use_custom_pos = false;
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static Vector2 init_custom_pos;
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static bool force_lowdpi = false;
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static bool use_vsync = true;
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// Debug
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static bool use_debug_profiler = false;
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#ifdef DEBUG_ENABLED
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static bool debug_collisions = false;
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static bool debug_navigation = false;
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#endif
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static int frame_delay = 0;
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static Vector2 init_custom_pos;
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static int video_driver_idx = -1;
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static int audio_driver_idx = -1;
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static String locale;
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static bool use_debug_profiler = false;
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static bool force_lowdpi = false;
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static int init_screen = -1;
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static bool use_vsync = true;
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static bool editor = false;
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static bool show_help = false;
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static bool disable_render_loop = false;
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static int fixed_fps = -1;
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static bool auto_build_solutions = false;
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static bool auto_quit = false;
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static bool print_fps = false;
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static OS::ProcessID allow_focus_steal_pid = 0;
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static bool project_manager = false;
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/* Helper methods */
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// Used by Mono module, should likely be registered in Engine singleton instead
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// FIXME: This is also not 100% accurate, `project_manager` is only true when it was requested,
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// but not if e.g. we fail to load and project and fallback to the manager.
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bool Main::is_project_manager() {
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return project_manager;
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}
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void initialize_physics() {
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static String unescape_cmdline(const String &p_str) {
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return p_str.replace("%20", " ");
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}
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static String get_full_version_string() {
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String hash = String(VERSION_HASH);
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if (hash.length() != 0)
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hash = "." + hash.left(7);
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return String(VERSION_FULL_BUILD) + hash;
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}
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// FIXME: Could maybe be moved to PhysicsServerManager and Physics2DServerManager directly
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// to have less code in main.cpp.
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void initialize_physics() {
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/// 3D Physics Server
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physics_server = PhysicsServerManager::new_server(ProjectSettings::get_singleton()->get(PhysicsServerManager::setting_property_name));
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if (!physics_server) {
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@ -161,19 +193,6 @@ void finalize_physics() {
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memdelete(physics_2d_server);
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}
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static String unescape_cmdline(const String &p_str) {
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return p_str.replace("%20", " ");
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}
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static String get_full_version_string() {
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String hash = String(VERSION_HASH);
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if (hash.length() != 0)
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hash = "." + hash.left(7);
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return String(VERSION_FULL_BUILD) + hash;
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}
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//#define DEBUG_INIT
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#ifdef DEBUG_INIT
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#define MAIN_PRINT(m_txt) print_line(m_txt)
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@ -278,6 +297,32 @@ void Main::print_help(const char *p_binary) {
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#endif
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}
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/* Engine initialization
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*
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* Consists of several methods that are called by each platform's specific main(argc, argv).
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* To fully understand engine init, one should therefore start from the platform's main and
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* see how it calls into the Main class' methods.
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*
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* The initialization is typically done in 3 steps (with the setup2 step triggered either
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* automatically by setup, or manually in the platform's main).
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*
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* - setup(execpath, argc, argv, p_second_phase) is the main entry point for all platforms,
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* responsible for the initialization of all low level singletons and core types, and parsing
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* command line arguments to configure things accordingly.
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* If p_second_phase is true, it will chain into setup2() (default behaviour). This is
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* disabled on some platforms (Android, iOS, UWP) which trigger the second step in their
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* own time.
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*
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* - setup2(p_main_tid_override) registers high level servers and singletons, displays the
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* boot splash, then registers higher level types (scene, editor, etc.).
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*
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* - start() is the last step and that's where command line tools can run, or the main loop
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* can be created eventually and the project settings put into action. That's also where
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* the editor node is created, if relevant.
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* start() does it own argument parsing for a subset of the command line arguments described
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* in help, it's a bit messy and should be globalized with the setup() parsing somehow.
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*/
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Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_phase) {
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RID_OwnerBase::init_rid();
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@ -1003,15 +1048,6 @@ error:
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if (file_access_network_client)
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memdelete(file_access_network_client);
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// Note 1: *zip_packed_data live into *packed_data
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// Note 2: PackedData::~PackedData destroy this.
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/*
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#ifdef MINIZIP_ENABLED
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if (zip_packed_data)
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memdelete( zip_packed_data );
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#endif
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*/
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unregister_core_driver_types();
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unregister_core_types();
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@ -1210,7 +1246,6 @@ Error Main::setup2(Thread::ID p_main_tid_override) {
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}
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// everything the main loop needs to know about frame timings
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static MainTimerSync main_timer_sync;
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bool Main::start() {
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return true;
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}
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/* Main iteration
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*
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* This is the iteration of the engine's game loop, advancing the state of physics,
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* rendering and audio.
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* It's called directly by the platform's OS::run method, where the loop is created
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* and monitored.
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*
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* The OS implementation can impact its draw step with the Main::force_redraw() method.
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*/
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uint64_t Main::last_ticks = 0;
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uint64_t Main::target_ticks = 0;
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uint32_t Main::frames = 0;
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uint32_t Main::frame = 0;
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bool Main::force_redraw_requested = false;
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//for performance metrics
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// For performance metrics
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static uint64_t physics_process_max = 0;
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static uint64_t idle_process_max = 0;
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Engine::get_singleton()->_frame_step = step;
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/*
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if (time_accum+step < frame_slice)
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return false;
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*/
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uint64_t physics_process_ticks = 0;
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uint64_t idle_process_ticks = 0;
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}
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void Main::force_redraw() {
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force_redraw_requested = true;
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};
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}
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/* Engine deinitialization
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*
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* Responsible for freeing all the memory allocated by previous setup steps,
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* so that the engine closes cleanly without leaking memory or crashing.
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* The order matters as some of those steps are linked with each other.
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*/
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void Main::cleanup() {
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@ -49,13 +49,16 @@ class Main {
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static bool force_redraw_requested;
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public:
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static bool is_project_manager();
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static Error setup(const char *execpath, int argc, char *argv[], bool p_second_phase = true);
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static Error setup2(Thread::ID p_main_tid_override = 0);
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static bool start();
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static bool iteration();
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static void cleanup();
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static void force_redraw();
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static bool is_project_manager();
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static void cleanup();
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};
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#endif
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#endif // MAIN_H
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