1 /* 2 * Copyright 2018 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17 #ifndef RHYTHMGAME_GAME_H 18 #define RHYTHMGAME_GAME_H 19 20 #include <future> 21 22 #include <android/asset_manager.h> 23 #include <oboe/Oboe.h> 24 25 #include "shared/Mixer.h" 26 27 #include "audio/Player.h" 28 #include "audio/AAssetDataSource.h" 29 #include "ui/OpenGLFunctions.h" 30 #include "utils/LockFreeQueue.h" 31 #include "utils/UtilityFunctions.h" 32 #include "GameConstants.h" 33 34 using namespace oboe; 35 36 37 enum class GameState { 38 Loading, 39 Playing, 40 FailedToLoad 41 }; 42 43 class Game : public AudioStreamCallback { 44 public: 45 explicit Game(AAssetManager&); 46 void start(); 47 void stop(); 48 void onSurfaceCreated(); 49 void onSurfaceDestroyed(); 50 void onSurfaceChanged(int widthInPixels, int heightInPixels); 51 void tick(); 52 void tap(int64_t eventTimeAsUptime); 53 54 // Inherited from oboe::AudioStreamDataCallback 55 DataCallbackResult 56 onAudioReady(AudioStream *oboeStream, void *audioData, int32_t numFrames) override; 57 58 // Inherited from oboe::AudioStreamErrorCallback 59 void onErrorAfterClose(AudioStream *oboeStream, Result error) override; 60 61 private: 62 AAssetManager& mAssetManager; 63 std::shared_ptr<AudioStream> mAudioStream; 64 std::unique_ptr<Player> mClap; 65 std::unique_ptr<Player> mBackingTrack; 66 Mixer mMixer; 67 std::unique_ptr<float[]> mConversionBuffer { nullptr }; // For float->int16 conversion 68 69 LockFreeQueue<int64_t, kMaxQueueItems> mClapEvents; 70 std::atomic<int64_t> mCurrentFrame { 0 }; 71 std::atomic<int64_t> mSongPositionMs { 0 }; 72 LockFreeQueue<int64_t, kMaxQueueItems> mClapWindows; 73 LockFreeQueue<TapResult, kMaxQueueItems> mUiEvents; 74 std::atomic<int64_t> mLastUpdateTime { 0 }; 75 std::atomic<GameState> mGameState { GameState::Loading }; 76 std::future<void> mLoadingResult; 77 78 void load(); 79 TapResult getTapResult(int64_t tapTimeInMillis, int64_t tapWindowInMillis); 80 bool openStream(); 81 bool setupAudioSources(); 82 void scheduleSongEvents(); 83 }; 84 85 86 #endif //RHYTHMGAME_GAME_H 87