[App] Simplify and improve factory template.
[App] Rework audio and input system creation.
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@ -65,64 +65,93 @@ DEFINE_bool(discord, true, "Enable Discord rich presence", "General");
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namespace xe {
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namespace app {
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template <class T>
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struct Factory {
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std::string name;
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std::function<bool()> is_available;
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std::function<std::unique_ptr<T>()> instantiate;
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template <typename T, typename... Args>
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class Factory {
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private:
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struct Creator {
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std::string name;
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std::function<bool()> is_available;
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std::function<std::unique_ptr<T>(Args...)> instantiate;
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};
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template <class DT>
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static Factory Define(const std::string& name) {
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return {name, DT::IsAvailable,
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[]() { return std::unique_ptr<DT>(new DT); }};
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std::vector<Creator> creators_;
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public:
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void Add(const std::string& name, std::function<bool()> is_available,
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std::function<std::unique_ptr<T>(Args...)> instantiate) {
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creators_.push_back({name, is_available, instantiate});
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}
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static std::unique_ptr<T> Create(const std::string& name,
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const std::vector<Factory>& factories) {
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void Add(const std::string& name,
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std::function<std::unique_ptr<T>(Args...)> instantiate) {
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Add(name, []() { return true; }, instantiate);
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}
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template <typename DT>
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void Add(const std::string& name) {
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Add(name, DT::IsAvailable, [](Args... args) {
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return std::unique_ptr<DT>(new DT(std::forward<Args>(args)...));
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});
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}
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std::unique_ptr<T> Create(const std::string& name, Args... args) {
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if (!name.empty() && name != "any") {
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auto it = std::find_if(
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factories.begin(), factories.end(),
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creators_.cbegin(), creators_.cend(),
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[&name](const auto& f) { return name.compare(f.name) == 0; });
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if (it != factories.end() && (*it).is_available()) {
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return (*it).instantiate();
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if (it != creators_.cend() && (*it).is_available()) {
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return (*it).instantiate(std::forward<Args>(args)...);
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}
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return nullptr;
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} else {
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// Create best available.
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std::unique_ptr<T> best;
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for (const auto& factory : factories) {
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if (!factory.is_available()) continue;
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best = factory.instantiate();
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if (!best) continue;
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return best;
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for (const auto& creator : creators_) {
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if (!creator.is_available()) continue;
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auto instance = creator.instantiate(std::forward<Args>(args)...);
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if (!instance) continue;
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return instance;
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}
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// Nothing!
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return nullptr;
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}
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}
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std::vector<std::unique_ptr<T>> CreateAll(const std::string& name,
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Args... args) {
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std::vector<std::unique_ptr<T>> instances;
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if (!name.empty() && name != "any") {
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auto it = std::find_if(
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creators_.cbegin(), creators_.cend(),
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[&name](const auto& f) { return name.compare(f.name) == 0; });
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if (it != creators_.cend() && (*it).is_available()) {
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auto instance = (*it).instantiate(std::forward<Args>(args)...);
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if (instance) {
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instances.push_back(std::move(instance));
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}
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}
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} else {
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for (const auto& creator : creators_) {
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if (!creator.is_available()) continue;
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auto instance = creator.instantiate(std::forward<Args>(args)...);
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if (instance) {
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instances.push_back(std::move(instance));
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}
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}
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}
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return instances;
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}
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};
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std::unique_ptr<apu::AudioSystem> CreateAudioSystem(cpu::Processor* processor) {
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if (cvars::apu.compare("nop") == 0) {
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return apu::nop::NopAudioSystem::Create(processor);
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#if XE_PLATFORM_WIN32
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} else if (cvars::apu.compare("xaudio2") == 0) {
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return apu::xaudio2::XAudio2AudioSystem::Create(processor);
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#endif // XE_PLATFORM_WIN32
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} else {
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// Create best available.
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std::unique_ptr<apu::AudioSystem> best;
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using NopAS = apu::nop::NopAudioSystem;
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using XAudio2AS = apu::xaudio2::XAudio2AudioSystem;
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using Factory = Factory<apu::AudioSystem, cpu::Processor*>;
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Factory factory;
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#if XE_PLATFORM_WIN32
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best = apu::xaudio2::XAudio2AudioSystem::Create(processor);
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if (best) {
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return best;
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}
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factory.Add<XAudio2AS>("xaudio2");
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#endif // XE_PLATFORM_WIN32
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factory.Add<NopAS>("nop");
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// Fallback to nop.
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return apu::nop::NopAudioSystem::Create(processor);
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}
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return factory.Create(cvars::apu, processor);
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}
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std::unique_ptr<gpu::GraphicsSystem> CreateGraphicsSystem() {
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@ -130,39 +159,31 @@ std::unique_ptr<gpu::GraphicsSystem> CreateGraphicsSystem() {
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using D3D12GS = gpu::d3d12::D3D12GraphicsSystem;
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using VulkanGS = gpu::vulkan::VulkanGraphicsSystem;
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using Factory = Factory<gpu::GraphicsSystem>;
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std::vector<Factory> factories = {
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Factory factory;
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#if XE_PLATFORM_WIN32
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Factory::Define<D3D12GS>("d3d12"),
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factory.Add<D3D12GS>("d3d12");
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#endif // XE_PLATFORM_WIN32
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Factory::Define<VulkanGS>("vulkan"),
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Factory::Define<NullGS>("null"),
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};
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return Factory::Create(cvars::gpu, factories);
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factory.Add<VulkanGS>("vulkan");
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factory.Add<NullGS>("null");
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return factory.Create(cvars::gpu);
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}
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std::vector<std::unique_ptr<hid::InputDriver>> CreateInputDrivers(
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ui::Window* window) {
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std::vector<std::unique_ptr<hid::InputDriver>> drivers;
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if (cvars::hid.compare("nop") == 0) {
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drivers.emplace_back(xe::hid::nop::Create(window));
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using Factory = Factory<hid::InputDriver, ui::Window*>;
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Factory factory;
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#if XE_PLATFORM_WIN32
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} else if (cvars::hid.compare("winkey") == 0) {
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drivers.emplace_back(xe::hid::winkey::Create(window));
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} else if (cvars::hid.compare("xinput") == 0) {
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drivers.emplace_back(xe::hid::xinput::Create(window));
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factory.Add("winkey", xe::hid::winkey::Create);
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factory.Add("xinput", xe::hid::xinput::Create);
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#endif // XE_PLATFORM_WIN32
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} else {
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#if XE_PLATFORM_WIN32
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auto xinput_driver = xe::hid::xinput::Create(window);
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if (xinput_driver) {
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drivers.emplace_back(std::move(xinput_driver));
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}
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auto winkey_driver = xe::hid::winkey::Create(window);
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if (winkey_driver) {
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drivers.emplace_back(std::move(winkey_driver));
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}
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#endif // XE_PLATFORM_WIN32
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}
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factory.Add("nop", xe::hid::nop::Create);
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auto drivers = factory.CreateAll(cvars::hid, window);
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// Remove drivers that fail to setup.
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for (auto it = drivers.begin(); it != drivers.end();) {
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if (XFAILED((*it)->Setup())) {
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it = drivers.erase(it);
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@ -170,10 +191,12 @@ std::vector<std::unique_ptr<hid::InputDriver>> CreateInputDrivers(
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++it;
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}
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}
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if (drivers.empty()) {
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// Fallback to nop if none created.
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drivers.emplace_back(xe::hid::nop::Create(window));
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}
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return drivers;
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}
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@ -21,6 +21,8 @@ class NopAudioSystem : public AudioSystem {
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explicit NopAudioSystem(cpu::Processor* processor);
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~NopAudioSystem() override;
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static bool IsAvailable() { return true; }
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static std::unique_ptr<AudioSystem> Create(cpu::Processor* processor);
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X_STATUS CreateDriver(size_t index, xe::threading::Semaphore* semaphore,
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@ -21,6 +21,8 @@ class XAudio2AudioSystem : public AudioSystem {
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explicit XAudio2AudioSystem(cpu::Processor* processor);
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~XAudio2AudioSystem() override;
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static bool IsAvailable() { return true; }
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static std::unique_ptr<AudioSystem> Create(cpu::Processor* processor);
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X_RESULT CreateDriver(size_t index, xe::threading::Semaphore* semaphore,
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