mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-25 17:53:47 +00:00
558 lines
12 KiB
C++
558 lines
12 KiB
C++
/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#ifndef BBGE_CORE_H
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#define BBGE_CORE_H
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#include "Base.h"
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#include "RenderObject.h"
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#include "SoundManager.h"
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#include "Event.h"
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#include "StateManager.h"
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#include "Effects.h"
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#include "Localization.h"
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#include "Window.h"
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#include "DarkLayer.h"
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#include "GameKeys.h"
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class ParticleEffect;
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class Joystick;
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class ParticleManager;
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struct ScreenMode
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{
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ScreenMode() { x = y = hz = 0; }
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ScreenMode(int x, int y, int hz) : x(x), y(y), hz(hz) {}
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int x, y, hz;
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};
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struct CoreSettings
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{
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CoreSettings() { renderOn = true; runInBackground = false; prebufferSounds = false; }
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bool renderOn;
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bool runInBackground;
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bool prebufferSounds;
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};
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enum CoreLayers
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{
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LR_NONE = -1
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};
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const int NO_FOLLOW_CAMERA = -999;
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class AfterEffectManager;
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class Texture;
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const int baseVirtualWidth = 800;
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const int baseVirtualHeight = 600;
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enum ButtonState { UP = 0, DOWN };
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struct MouseButtons
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{
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MouseButtons ()
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{
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left = UP;
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right = UP;
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middle = UP;
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}
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ButtonState left, right, middle;
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ButtonState extra[mouseExtraButtons];
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};
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struct Mouse
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{
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Mouse()
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{
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scrollWheelChange = 0;
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buttonsEnabled = true;
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}
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Vector position, lastPosition;
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MouseButtons buttons;
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MouseButtons pure_buttons;
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unsigned rawButtonMask;
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Vector change;
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bool buttonsEnabled;
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int scrollWheelChange;
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};
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enum FollowCameraLock
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{
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FCL_NONE = 0,
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FCL_HORZ = 1,
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FCL_VERT = 2
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};
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typedef std::vector <RenderObject*> RenderObjects;
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class RenderObjectLayer
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{
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public:
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RenderObjectLayer();
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~RenderObjectLayer();
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void add(RenderObject* r);
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void remove(RenderObject* r);
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void moveToFront(RenderObject *r);
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void moveToBack(RenderObject *r);
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void setCull(bool cull);
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void setOptimizeStatic(bool opt);
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void sort();
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void renderPass(int pass);
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void reloadDevice();
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inline bool empty()
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{
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return objectCount == 0;
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}
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inline RenderObject *getFirst()
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{
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iter = 0;
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return getNext();
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}
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RenderObject *getNext()
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{
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const size_t size = renderObjects.size();
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size_t i;
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for (i = iter; i < size; i++)
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{
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if (renderObjects[i] != 0)
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break;
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}
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if (i < size)
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{
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iter = i+1;
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return renderObjects[i];
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}
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else
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{
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iter = i;
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return 0;
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}
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return 0;
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}
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//inclusive
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int startPass, endPass;
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bool visible;
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float followCamera;
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int followCameraLock;
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bool cull;
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bool update;
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Vector color;
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protected:
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void clearDisplayList();
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void generateDisplayList();
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inline void renderOneObject(RenderObject *robj);
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bool optimizeStatic;
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bool displayListValid;
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int displayListGeneration;
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struct DisplayListElement {
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DisplayListElement() {isList = false; u.robj = 0;}
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bool isList; // True if this is a GL display list
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union {
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RenderObject *robj;
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unsigned listID;
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} u;
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};
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std::vector<DisplayListElement> displayList;
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RenderObjects renderObjects;
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size_t objectCount;
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size_t firstFreeIdx;
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size_t iter;
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};
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class CoreWindow : public Window
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{
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public:
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virtual ~CoreWindow();
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protected:
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virtual void onEvent(const SDL_Event& ev);
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virtual void onResize(unsigned w, unsigned h);
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virtual void onQuit();
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};
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class Core : public ActionMapper, public StateManager
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{
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friend class CoreWindow;
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public:
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// init
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Core(const std::string &filesystem, const std::string& extraDataDir, int numRenderLayers, const std::string &appName="BBGE", int particleSize=1024, std::string userDataSubFolder="");
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void initPlatform(const std::string &filesystem);
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~Core();
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virtual void init();
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void initRenderObjectLayers(int num);
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void applyState(const std::string &state);
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void clearBuffers();
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void render(int startLayer=-1, int endLayer=-1, bool useFrameBufferIfAvail=true);
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void showBuffer();
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void quit();
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bool isShuttingDown();
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bool isWindowFocus();
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void instantQuit();
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void cacheRender();
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void reloadResources();
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void unloadResources();
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std::string getPreferencesFolder();
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std::string getUserDataFolder();
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void resetCamera();
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virtual void shutdown();
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void run(float runTime = -1); // can use main
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// state functions
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std::string getTextureLoadName(const std::string &texture);
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void setMousePosition(const Vector &p);
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void setFullscreen(bool full);
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void enable2D(int pixelScaleX, int pixelScaleY);
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void addRenderObject(RenderObject *o, size_t layer=0);
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void switchRenderObjectLayer(RenderObject *o, int toLayer);
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void addTexture(Texture *r);
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CountedPtr<Texture> findTexture(const std::string &name);
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void removeTexture(Texture *res);
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void clearResources();
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CountedPtr<Texture> addTexture(const std::string &texture);
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PostProcessingFX postProcessingFx;
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enum RemoveRenderObjectFlag { DESTROY_RENDER_OBJECT=0, DO_NOT_DESTROY_RENDER_OBJECT };
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void removeRenderObject(RenderObject *r, RemoveRenderObjectFlag flag = DESTROY_RENDER_OBJECT);
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void setMouseConstraint(bool on);
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void setMouseConstraintCircle(const Vector& pos, float mouseCircle);
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virtual void action(int id, int state, int source, InputDevice device){}
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bool exists(const std::string &file);
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void enqueueRenderObjectDeletion(RenderObject *object);
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void clearGarbage();
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bool isNested() { return nestedMains > 1; }
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int getNestedMains() { return nestedMains; }
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void quitNestedMain();
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int getWindowWidth() { return width; }
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int getWindowHeight() { return height; }
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unsigned getTicks();
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void updateWindowDrawSize(int w, int h);
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Vector getGameCursorPosition();
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Vector getGamePosition(const Vector &v);
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Vector screenCenter;
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void print(int x, int y, const char *str, float sz=1);
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std::vector<Texture*> resources;
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RenderObjectLayer *getRenderObjectLayer(int i);
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std::vector <int> renderObjectLayerOrder;
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typedef std::vector<RenderObjectLayer> RenderObjectLayers;
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RenderObjectLayers renderObjectLayers;
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RenderObjects garbage;
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SoundManager *sound;
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int width, height;
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InterpolatedVector globalScale;
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Vector globalResolutionScale;
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virtual void onResetScene(){}
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virtual void onPlayedVoice(const std::string &name){}
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Vector cameraPos;
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int fps;
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bool loopDone;
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Mouse mouse;
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AfterEffectManager *afterEffectManager;
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ParticleManager *particleManager;
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void setBaseTextureDirectory(const std::string &newBaseTextureDirectory)
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{ this->baseTextureDirectory = newBaseTextureDirectory; }
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std::string getBaseTextureDirectory()
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{
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return baseTextureDirectory;
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}
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virtual bool canChangeState();
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void resetTimer();
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inline int getVirtualWidth()
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{
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return virtualWidth;
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}
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inline int getVirtualHeight()
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{
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return virtualHeight;
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}
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unsigned char *grabScreenshot(size_t x, size_t y, size_t w, size_t h);
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unsigned char *grabCenteredScreenshot(size_t w, size_t h);
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bool saveScreenshot(const std::string &filename, bool png);
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bool minimized;
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std::string getEnqueuedJumpState();
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float cullRadius;
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float cullRadiusSqr;
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Vector cullCenter;
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unsigned int renderObjectCount, processedRenderObjectCount, totalRenderObjectCount;
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float invGlobalScale, invGlobalScaleSqr;
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void globalScaleChanged();
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void screenshot();
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void clearRenderObjects();
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bool getKeyState(int k);
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bool getMouseButtonState(int m);
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int currentLayerPass;
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int keys[KEY_MAXARRAY];
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virtual void debugLog(const std::string &s);
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virtual void errorLog(const std::string &s);
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void messageBox(const std::string &title, const std::string &msg);
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bool getShiftState();
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bool getAltState();
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bool getCtrlState();
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virtual void generateCollisionMask(RenderObject *r){}
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DarkLayer darkLayer;
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void setupRenderPositionAndScale();
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void setupGlobalResolutionScale();
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int particlesPaused;
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bool joystickEnabled;
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bool debugLogTextures;
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void setup_opengl();
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void setClearColor(const Vector &c);
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int flipMouseButtons;
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FrameBuffer frameBuffer;
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void updateRenderObjects(float dt);
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bool joystickAsMouse;
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virtual void prepScreen(bool t){}
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bool updateMouse;
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bool frameOutputMode;
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int overrideStartLayer, overrideEndLayer;
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ParticleEffect* createParticleEffect(const std::string &name, const Vector &position, int layer, float rotz=0);
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std::string secondaryTexturePath;
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float get_old_dt() { return old_dt; }
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float get_current_dt() { return current_dt; }
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bool debugLogActive;
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bool debugOutputActive;
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void setInputGrab(bool on);
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void updateInputGrab();
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bool isFullscreen();
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bool isDesktopResolution();
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int getDisplayIndex();
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int getRefreshRate();
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int getVirtualOffX();
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int getVirtualOffY();
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void centerMouse();
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Vector center;
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void enable2DWide(int rx, int ry);
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void enumerateScreenModes(int display);
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void enumerateScreenModesIfNecessary(int display = -1);
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void resizeWindow(int w, int h, int full, int bpp, int vsync, int display, int hz);
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std::vector<ScreenMode> screenModes;
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void pollEvents(float dt);
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void onEvent(const SDL_Event& event);
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CoreSettings settings;
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volatile int dbg_numThreadDecoders;
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virtual void onBackgroundUpdate();
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void initLocalization();
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protected:
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CoreWindow *window;
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void updateCullData();
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std::string userDataFolder;
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bool grabInput;
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int virtualOffX, virtualOffY;
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float old_dt;
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float current_dt;
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std::string debugLogPath;
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virtual void onReloadResources();
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CountedPtr<Texture> doTextureAdd(const std::string &texture, const std::string &name, std::string internalTextureName);
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bool lib_graphics, lib_sound, lib_input;
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Vector clearColor;
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virtual void unloadDevice();
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virtual void reloadDevice();
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std::string appName;
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bool mouseConstraint;
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float mouseCircle;
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Vector mouseConstraintCenter;
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bool doMouseConstraint();
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virtual void onMouseInput(){}
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bool doScreenshot;
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float baseCullRadius;
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bool initSoundLibrary(const std::string &defaultDevice);
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bool initInputLibrary();
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void initJoystickLibrary();
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void initGraphicsLibrary(int w, int h, bool fullscreen, bool vsync, int bpp, int display, int hz);
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void shutdownInputLibrary();
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void shutdownJoystickLibrary();
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void shutdownGraphicsLibrary();
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void shutdownSoundLibrary();
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void detectJoysticks();
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void clearJoysticks();
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virtual void onJoystickAdded(int deviceID);
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virtual void onJoystickRemoved(int instanceID);
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int afterEffectManagerLayer;
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Vector cameraOffset;
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std::vector<float> avgFPS;
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virtual void modifyDt(float &dt){}
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void setPixelScale(int pixelScaleX, int pixelScaleY);
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virtual void onWindowResize(int w, int h);
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int virtualHeight, virtualWidth;
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bool shuttingDown;
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bool quitNestedMainFlag;
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int nestedMains;
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std::string baseTextureDirectory;
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int nowTicks, thenTicks;
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int _lastEnumeratedDisplayIndex;
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virtual void onUpdate(float dt);
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virtual void onRender(){}
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void setupFileAccess();
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std::string _extraDataDir;
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std::vector<ActionButtonStatus*> actionStatus; // contains at least 1 element (the sentinel)
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virtual void updateActionButtons();
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void clearActionButtons();
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public:
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// inclusive!
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inline int getMaxActionStatusIndex() const { return int(actionStatus.size()) - 2; }
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// pass -1 for is a sentinel that captures all input
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inline ActionButtonStatus *getActionStatus(size_t idx) { return actionStatus[idx + 1]; }
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Joystick *getJoystick(size_t idx); // warning: may return NULL/contain holes
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// not the actual number of joysticks!
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size_t getNumJoysticks() const { return joysticks.size(); }
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Joystick *getJoystickForSourceID(int sourceID);
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private:
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std::vector<Joystick*> joysticks;
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};
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extern Core *core;
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#include "RenderObject_inline.h"
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#endif
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