blob: cfe1c15d7ecee6a6c8d511fd1a92ece0acf0cc9e [file] [log] [blame]
/*
* Copyright 2018 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef RHYTHMGAME_GAME_H
#define RHYTHMGAME_GAME_H
#include <future>
#include <android/asset_manager.h>
#include <oboe/Oboe.h>
#include "shared/Mixer.h"
#include "audio/Player.h"
#include "audio/AAssetDataSource.h"
#include "ui/OpenGLFunctions.h"
#include "utils/LockFreeQueue.h"
#include "utils/UtilityFunctions.h"
#include "GameConstants.h"
using namespace oboe;
enum class GameState {
Loading,
Playing,
FailedToLoad
};
class Game : public AudioStreamCallback {
public:
explicit Game(AAssetManager&);
void start();
void stop();
void onSurfaceCreated();
void onSurfaceDestroyed();
void onSurfaceChanged(int widthInPixels, int heightInPixels);
void tick();
void tap(int64_t eventTimeAsUptime);
// Inherited from oboe::AudioStreamDataCallback
DataCallbackResult
onAudioReady(AudioStream *oboeStream, void *audioData, int32_t numFrames) override;
// Inherited from oboe::AudioStreamErrorCallback
void onErrorAfterClose(AudioStream *oboeStream, Result error) override;
private:
AAssetManager& mAssetManager;
std::shared_ptr<AudioStream> mAudioStream;
std::unique_ptr<Player> mClap;
std::unique_ptr<Player> mBackingTrack;
Mixer mMixer;
std::unique_ptr<float[]> mConversionBuffer { nullptr }; // For float->int16 conversion
LockFreeQueue<int64_t, kMaxQueueItems> mClapEvents;
std::atomic<int64_t> mCurrentFrame { 0 };
std::atomic<int64_t> mSongPositionMs { 0 };
LockFreeQueue<int64_t, kMaxQueueItems> mClapWindows;
LockFreeQueue<TapResult, kMaxQueueItems> mUiEvents;
std::atomic<int64_t> mLastUpdateTime { 0 };
std::atomic<GameState> mGameState { GameState::Loading };
std::future<void> mLoadingResult;
void load();
TapResult getTapResult(int64_t tapTimeInMillis, int64_t tapWindowInMillis);
bool openStream();
bool setupAudioSources();
void scheduleSongEvents();
};
#endif //RHYTHMGAME_GAME_H