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Aquaria/BBGE/Base.h

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/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef BBGE_BASE_H
#define BBGE_BASE_H
#ifdef BBGE_BUILD_WINDOWS
#define WIN32_NOMINMAX
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#if defined(_MSC_VER) && _MSC_VER <= 1600
#define strtof (float)strtod
#define snprintf _snprintf
#endif
#endif
#include "BBGECompileConfig.h"
#define BBGE_PROF(x)
#define compile_assert(pred) switch(0){case 0:case (pred):;}
#ifdef _MSC_VER
//#pragma warning(disable:4786)
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//#pragma warning(disable:4005)
//#pragma warning(disable:4305)
//#pragma warning(disable:4018) // signed/unsigned mismatch
#pragma warning(disable:4244) // conversion from types with possible loss of data
#pragma warning(disable:4800) // forcing value to bool 'true' or 'false (performance warning)
//W4
#pragma warning(disable:4100) // unreferenced formal parameter
#pragma warning(disable:4505) // unreferenced local function has been removed
#pragma warning(disable:4702) // unreachable code
#pragma warning(disable:4127) // conditional expression is constant
//#pragma warning(disable:4706) // assignment within conditional expression
//#pragma warning(disable:4389) // signed/unsigned mismatch
//#pragma warning(disable:4189) // UqqqqSEFUL: local variable is initialized but not referenced
#endif
#include <stddef.h>
#include <stdlib.h>
#include <string.h>
#include "math.h"
#include "Vector.h"
#include "OSFunctions.h"
[vfs, #3] All file reading code goes through the VFS now, new mod downloader & mod selector in place. Also a bunch of other stuff. (...) - HTTP networking support, mods can be downloaded via the builtin downloader. All network activity runs in a seperate thread, which is started as soon as any network activity is requested. - The master server is hard-coded to fg.wzff.de/aqmods/ if not specified otherwise; this setting can be overridden in the config file. - The mod selector screen is now a grid-view for much better navigation; also works with joystick. - VFS code is functionally similar to the old molebox-packed release for win32. The game could also have its data shipped in a Zip file or any other kind of archive. - It is still possible to build without VFS support, but then the mod downloader and soft-patching will not be available. The full commit history can be found here: https://github.com/fgenesis/Aquaria_clean/compare/master...vfs The most important commit messages follow: [...] This replaces all std::ifstream with InStream, and fopen(), ... with vfopen(), ... Some code is #ifdef'd for better performance and less memory-copying. VFILE is defined to whatever type of file is in use: - FILE if BBGE_BUILD_VFS is not defined - tttvfs::VFSFile if it is. Other changes: - [un]packFile() is now unused and obsolete. That code has not been adjusted to use VFILE. - glpng can now load from a memory buffer. - TinyXML uses the VFS for reading operations now. - The rather clunky binary stream loading of glfont2 got replaced with ByteBuffer, which gets its data in one block (necessary to use the VFS without implementing a somewhat STL-compliant std::ifstream replacement.) ------------- Implement loading mods from zip files. ------------- Implement soft-patching game data files. (Replacing textures/audio/... on the fly) ------------- Misc bits: - Extended GUI focus handling a bit - Fixed weirdness in texture loading... not sure but this seems more correct to me. Actually, considering that the texture will have its native size after restarting the game, the lines removed with this commit seem pretty useless.
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// --- Defined in RenderBase.cpp -- Declared here to avoid pulling in gl.h via RenderBase.h --
void drawCircle(float radius, int stepSize);
unsigned generateEmptyTexture(int res);
void sizePowerOf2Texture(int &v);
// ----------------------
enum Align { ALIGN_CENTER=0, ALIGN_LEFT };
enum Direction
{
DIR_NONE = -1,
DIR_UP = 0,
DIR_DOWN = 1,
DIR_LEFT = 2,
DIR_RIGHT = 3,
DIR_UPLEFT = 4,
DIR_UPRIGHT = 5,
DIR_DOWNLEFT = 6,
DIR_DOWNRIGHT = 7,
DIR_MAX = 8
};
const float PI = 3.14159265f;
const float PI_HALF = 1.57079633f;
#ifndef HUGE_VALF
#define HUGE_VALF ((float)1e38)
#endif
typedef int CharTranslationTable[256]; // -1 entries are skipped
#define MIN(X,Y) ((X) < (Y) ? (X) : (Y))
#define MAX(X,Y) ((X) > (Y) ? (X) : (Y))
std::string numToZeroString(int num, size_t zeroes);
bool chance(int perc);
void initCharTranslationTables(const CharTranslationTable *ptab);
void stringToUpper(std::string &s);
void stringToLower(std::string &s);
void stringToLowerUserData(std::string &s);
float sqr(float x);
[vfs, #3] All file reading code goes through the VFS now, new mod downloader & mod selector in place. Also a bunch of other stuff. (...) - HTTP networking support, mods can be downloaded via the builtin downloader. All network activity runs in a seperate thread, which is started as soon as any network activity is requested. - The master server is hard-coded to fg.wzff.de/aqmods/ if not specified otherwise; this setting can be overridden in the config file. - The mod selector screen is now a grid-view for much better navigation; also works with joystick. - VFS code is functionally similar to the old molebox-packed release for win32. The game could also have its data shipped in a Zip file or any other kind of archive. - It is still possible to build without VFS support, but then the mod downloader and soft-patching will not be available. The full commit history can be found here: https://github.com/fgenesis/Aquaria_clean/compare/master...vfs The most important commit messages follow: [...] This replaces all std::ifstream with InStream, and fopen(), ... with vfopen(), ... Some code is #ifdef'd for better performance and less memory-copying. VFILE is defined to whatever type of file is in use: - FILE if BBGE_BUILD_VFS is not defined - tttvfs::VFSFile if it is. Other changes: - [un]packFile() is now unused and obsolete. That code has not been adjusted to use VFILE. - glpng can now load from a memory buffer. - TinyXML uses the VFS for reading operations now. - The rather clunky binary stream loading of glfont2 got replaced with ByteBuffer, which gets its data in one block (necessary to use the VFS without implementing a somewhat STL-compliant std::ifstream replacement.) ------------- Implement loading mods from zip files. ------------- Implement soft-patching game data files. (Replacing textures/audio/... on the fly) ------------- Misc bits: - Extended GUI focus handling a bit - Fixed weirdness in texture loading... not sure but this seems more correct to me. Actually, considering that the texture will have its native size after restarting the game, the lines removed with this commit seem pretty useless.
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bool exists(const std::string &f, bool makeFatal = false, bool skipVFS = false);
void errorLog(const std::string &s);
void debugLog(const std::string &s);
[vfs, #3] All file reading code goes through the VFS now, new mod downloader & mod selector in place. Also a bunch of other stuff. (...) - HTTP networking support, mods can be downloaded via the builtin downloader. All network activity runs in a seperate thread, which is started as soon as any network activity is requested. - The master server is hard-coded to fg.wzff.de/aqmods/ if not specified otherwise; this setting can be overridden in the config file. - The mod selector screen is now a grid-view for much better navigation; also works with joystick. - VFS code is functionally similar to the old molebox-packed release for win32. The game could also have its data shipped in a Zip file or any other kind of archive. - It is still possible to build without VFS support, but then the mod downloader and soft-patching will not be available. The full commit history can be found here: https://github.com/fgenesis/Aquaria_clean/compare/master...vfs The most important commit messages follow: [...] This replaces all std::ifstream with InStream, and fopen(), ... with vfopen(), ... Some code is #ifdef'd for better performance and less memory-copying. VFILE is defined to whatever type of file is in use: - FILE if BBGE_BUILD_VFS is not defined - tttvfs::VFSFile if it is. Other changes: - [un]packFile() is now unused and obsolete. That code has not been adjusted to use VFILE. - glpng can now load from a memory buffer. - TinyXML uses the VFS for reading operations now. - The rather clunky binary stream loading of glfont2 got replaced with ByteBuffer, which gets its data in one block (necessary to use the VFS without implementing a somewhat STL-compliant std::ifstream replacement.) ------------- Implement loading mods from zip files. ------------- Implement soft-patching game data files. (Replacing textures/audio/... on the fly) ------------- Misc bits: - Extended GUI focus handling a bit - Fixed weirdness in texture loading... not sure but this seems more correct to me. Actually, considering that the texture will have its native size after restarting the game, the lines removed with this commit seem pretty useless.
2012-06-01 15:52:19 +00:00
char *readFile(const std::string& path, unsigned long *size_ret = 0);
char *readCompressedFile(std::string path, unsigned long *size_ret = 0);
std::string stripEndlineForUnix(const std::string &in);
#ifdef HAVE_STRCASECMP
static inline int nocasecmp(const std::string &s1, const std::string &s2)
{ return strcasecmp(s1.c_str(), s2.c_str()); }
static inline int nocasecmp(const std::string &s1, const char *s2)
{ return strcasecmp(s1.c_str(), s2); }
static inline int nocasecmp(const char *s1, const std::string &s2)
{ return strcasecmp(s1, s2.c_str()); }
static inline int nocasecmp(const char *s1, const char *s2)
{ return strcasecmp(s1, s2); }
#else
int nocasecmp(const std::string &s1, const std::string &s2);
#endif
bool isTouchingLine(Vector lineStart, Vector lineEnd, Vector point, int radius=1, Vector* closest=0);
void drawCircle(float radius, int steps=1);
void exit_error(const std::string &message);
unsigned hash(const std::string &string);
inline
float sqr(float x)
{
return x*x;
}
int randAngle360();
Vector randVector(float magnitude);
std::string splitCamelCase(const std::string &input);
std::string removeSpaces(const std::string &input);
int randRange(int r1, int r2);
enum LerpType
{
LERP_LINEAR = 0,
LERP_EASE = 1,
LERP_EASEIN = 2,
LERP_EASEOUT = 3
};
#define DOUBLE_CLICK_DELAY 0.5f
float lerp(const float &v1, const float &v2, float dt, int lerpType);
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void openURL(const std::string &url);
std::string underscoresToSpaces(const std::string &str);
std::string spacesToUnderscores(const std::string &str);
void triggerBreakpoint();
bool createDir(const std::string& d);
#ifdef BBGE_BUILD_VFS
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namespace ttvfs { class Root; }
extern ttvfs::Root vfs; // in Base.cpp
#endif
#endif