51 lines
1.4 KiB
C++
51 lines
1.4 KiB
C++
#pragma once
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#include <Core/Application/IApplication.h>
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#include <Core/HAL/Display/Display.h>
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#include <Core/HAL/DynLib/DynamicLibrary.h>
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#include <Core/HotReload/HotReload.h>
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#include <Graphics/GraphicsPipeline.h>
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struct Mesh;
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struct GraphicsTransferBuffer;
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struct GraphicsBuffer;
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struct GraphicsDevice;
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struct Window;
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class JulietApplication : public IApplication
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{
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protected:
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void Init(NonNullPtr<Arena> arena) override;
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void Shutdown() override;
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void Update(float deltaTime) override;
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bool IsRunning() override;
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Window* GetPlatformWindow() override { return MainWindow; }
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GraphicsDevice* GetGraphicsDevice() override { return GraphicsDevice; }
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// Render Lifecycle
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ColorTargetInfo GetColorTargetInfo(Texture* swapchainTexture) override;
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DepthStencilTargetInfo* GetDepthTargetInfo() override;
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#if 0
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Camera GetDebugCamera() override;
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#endif
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public:
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void SetAutoCloseFrameCount(int count) { AutoCloseFrameCount = count; }
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int GetAutoCloseFrameCount() const { return AutoCloseFrameCount; }
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private:
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Window* MainWindow = {};
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GraphicsDevice* GraphicsDevice = {};
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HotReloadCode GameCode = {};
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GraphicsPipeline* GraphicsPipeline = {};
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Texture* DepthBuffer = {};
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int AutoCloseFrameCount = -1;
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bool Running = false;
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float CameraTime = 0.0f;
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};
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JulietApplication& GetApplication();
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