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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.
*/
#pragma once
#ifdef BBGE_BUILD_WINDOWS
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#ifdef _MSC_VER
#define strtof (float)strtod
#define snprintf _snprintf
#endif
#endif
#include "BBGECompileConfig.h"
#ifdef BBGE_BUILD_WINDOWS
//#include "iprof/prof.h"
//#define BBGE_PROF(x) Prof(x)
#define BBGE_PROF(x)
/*
//#ifdef BBGE_BUILD_DIRECTX
#define DIRECTINPUT_VERSION 0x0800
#include <dinput.h>
//#endif
*/
#else
#define BBGE_PROF(x)
#endif
#ifdef BBGE_BUILD_GLFW
#include <glfw.h>
#include "glext.h"
//#include "glext.h"
#elif BBGE_BUILD_DIRECTX
#if defined(BBGE_BUILD_X360) && !defined(BBGE_BUILD_WINDOWS)
#include <xtl.h>
#include <ppcintrinsics.h>
#endif // _XBOX
#if defined(BBGE_BUILD_X360) && defined(BBGE_BUILD_WINDOWS)
// Using the win32\ path prefix on the D3D include files makes sure that the Xbox 360
// version of D3D is used, not the DirectX SDK version.
#include <win32\vs2005\d3d9.h>
#include <win32\vs2005\d3dx9.h>
#pragma warning(disable:4100)
#include "XTLOnPC.h"
#endif // _PC
#if defined(BBGE_BUILD_X360)
#include <xgraphics.h>
#include <xboxmath.h>
#include <stdio.h>
#include <stdarg.h>
#include <assert.h>
#endif
#endif
#ifdef BBGE_BUILD_SDL
#include "SDL.h"
#endif
#if defined(BBGE_BUILD_OPENGL)
#define GL_GLEXT_LEGACY 1
#include "gl.h"
#include "glext.h"
#endif
#define compile_assert(pred) switch(0){case 0:case (pred):;}
#ifdef _MSC_VER
#pragma warning(disable:4786)
#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
#undef GetCharWidth
#include <string.h>
#include <string>
#include <sstream>
#include <fstream>
#include <vector>
#include <list>
#include <queue>
#include <map>
#include <stack>
//#include <typeinfo.h>
#include "Rect.h"
#include "math.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.
2012-06-01 15:52:19 +00:00
#include "FileAPI.h"
// dumb win32 includes/defines cleanup
#undef GetCharWidth
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
};
#include "Event.h"
#include "Vector.h"
#define FOR_ALL(object, type, object_iterator)\
{\
for (type::iterator object_iterator = object.begin(); object_iterator != object.end(); ++object_iterator)\
{\
#define END_FOR_ALL\
}\
}\
const float SQRT2 = 1.41421356;
const float PI = 3.14159265;
const float PI_HALF = 1.57079633;
#ifndef HUGE_VALF
#define HUGE_VALF ((float)1e38)
#endif
struct IntPair
{
IntPair(unsigned short int x, unsigned short int y) : x(x), y(y) {}
unsigned short int x, y;
};
#define MIN(X,Y) ((X) < (Y) ? (X) : (Y))
#define MAX(X,Y) ((X) > (Y) ? (X) : (Y))
std::string numToZeroString(int num, int zeroes);
bool chance(int perc);
bool chancef(float p);
void stringToUpper(std::string &s);
void stringToLower(std::string &s);
void stringToLowerUserData(std::string &s);
void glColor3_256(int r, int g, int b);
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.
2012-06-01 15:52:19 +00:00
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);
void forEachFile(std::string path, std::string type, void callback(const std::string &filename, intptr_t param), intptr_t param);
std::string stripEndlineForUnix(const std::string &in);
std::vector<std::string> getFileList(std::string path, std::string type, int param);
#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
std::string upperCase(const std::string &s1);
Vector getNearestPointOnLine(Vector start, Vector end, Vector point);
bool isTouchingLine(Vector lineStart, Vector lineEnd, Vector point, int radius=1, Vector* closest=0);
void sizePowerOf2Texture(int &v);
Vector getDirVector(Direction dir);
Direction getOppositeDir(Direction dir);
Direction getNextDirClockwise(Direction dir);
Vector colorRGB(int r, int g, int b);
#ifdef BBGE_BUILD_DIRECTX
typedef unsigned int GLuint;
#endif
GLuint generateEmptyTexture(int res);
//void pForEachFile(std::string path, std::string type, void callback(const std::string &filename, int param), int param);
/*
void pfread(void *buffer, PHYSFS_uint32 size, PHYSFS_uint32 objs, PHYSFS_file *handle);
void pfseek(PHYSFS_file *handle,PHYSFS_uint64 byte,int origin);
void pfclose(PHYSFS_file *handle);
PHYSFS_file *openRead(const std::string &f);
std::string pLoadStream(const std::string &filename);
void pSaveStream(const std::string &filename, std::ostringstream &os);
*/
void drawCircle(float radius, int steps=1);
bool isVectorInRect(const Vector &vec, const Vector &coord1, const Vector &coord2);
std::string parseCommand(const std::string &line, const std::string &command);
std::string msg(const std::string &message);
void msgVector(const std::string &name, const Vector &vec);
void fatalError(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);
[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
//int packFile(const std::string &sourcef, const std::string &destf, int level);
//int unpackFile(const std::string &sourcef, const std::string &destf);
void openURL(const std::string &url);
std::string underscoresToSpaces(const std::string &str);
std::string spacesToUnderscores(const std::string &str);