mirror of
https://git.eden-emu.dev/eden-emu/eden
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85 lines
2.4 KiB
C++
85 lines
2.4 KiB
C++
/*
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* Copyright 2018 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef RHYTHMGAME_GAME_H
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#define RHYTHMGAME_GAME_H
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#include <future>
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#include <android/asset_manager.h>
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#include <oboe/Oboe.h>
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#include "shared/Mixer.h"
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#include "audio/Player.h"
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#include "audio/AAssetDataSource.h"
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#include "ui/OpenGLFunctions.h"
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#include "utils/LockFreeQueue.h"
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#include "utils/UtilityFunctions.h"
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#include "GameConstants.h"
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using namespace oboe;
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enum class GameState {
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Loading,
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Playing,
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FailedToLoad
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};
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class Game : public AudioStreamDataCallback, AudioStreamErrorCallback {
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public:
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explicit Game(AAssetManager&);
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void start();
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void stop();
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void onSurfaceCreated();
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void onSurfaceDestroyed();
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void onSurfaceChanged(int widthInPixels, int heightInPixels);
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void tick();
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void tap(int64_t eventTimeAsUptime);
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// Inherited from oboe::AudioStreamDataCallback.
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DataCallbackResult
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onAudioReady(AudioStream *oboeStream, void *audioData, int32_t numFrames) override;
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// Inherited from oboe::AudioStreamErrorCallback.
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void onErrorAfterClose(AudioStream *oboeStream, Result error) override;
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private:
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AAssetManager& mAssetManager;
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std::shared_ptr<AudioStream> mAudioStream;
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std::unique_ptr<Player> mClap;
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std::unique_ptr<Player> mBackingTrack;
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Mixer mMixer;
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LockFreeQueue<int64_t, kMaxQueueItems> mClapEvents;
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std::atomic<int64_t> mCurrentFrame { 0 };
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std::atomic<int64_t> mSongPositionMs { 0 };
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LockFreeQueue<int64_t, kMaxQueueItems> mClapWindows;
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LockFreeQueue<TapResult, kMaxQueueItems> mUiEvents;
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std::atomic<int64_t> mLastUpdateTime { 0 };
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std::atomic<GameState> mGameState { GameState::Loading };
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std::future<void> mLoadingResult;
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void load();
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TapResult getTapResult(int64_t tapTimeInMillis, int64_t tapWindowInMillis);
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bool openStream();
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bool setupAudioSources();
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void scheduleSongEvents();
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};
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#endif //RHYTHMGAME_GAME_H
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