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Aquaria/BBGE/Core.h
Valentin Ochs b9d402199c Get rid of a lot of gcc warnings
Mostly signed/unsigned comparisons. Also some bugs, but I don't remember
where :D
2021-01-11 12:28:27 +01:00

791 lines
15 KiB
C++

/*
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 __core__
#define __core__
/*
valid BUILD_ flags
WIN32/BUILD_WIN32
BUILD_MACOSX
BUILD_X360
BUILD_LINUX
*/
#include "Base.h"
#include "RenderObject.h"
#include "SoundManager.h"
#include "ActionMapper.h"
#include "Event.h"
#include "StateManager.h"
#include "Effects.h"
#include "Localization.h"
#include "DarkLayer.h"
#include "FrameBuffer.h"
#include "Shader.h"
class ParticleEffect;
class ParticleManager;
void initInputCodeMap();
void clearInputCodeMap();
std::string getInputCodeToString(int key);
std::string getInputCodeToUserString(int key);
int getStringToInputCode(const std::string &string);
struct ScreenMode
{
ScreenMode() { idx = x = y = hz = 0; }
ScreenMode(int i, int x, int y, int hz) : idx(i), x(x), y(y), hz(hz) {}
int idx, x, y, hz;
};
struct CoreSettings
{
CoreSettings() { renderOn = true; updateOn = true; runInBackground = false; prebufferSounds = false; }
bool renderOn;
bool runInBackground;
bool updateOn; // NOT IMPLEMENTED YET
bool prebufferSounds;
};
enum CoreFlags
{
CF_CLEARBUFFERS = 0x00000001,
CF_SORTENABLED = 0x00000010
};
enum CoreLayers
{
LR_NONE = -1
};
const int NO_FOLLOW_CAMERA = -999;
class AfterEffectManager;
class Texture;
const int baseVirtualWidth = 800;
const int baseVirtualHeight = 600;
enum GameKeys
{
KEY_LSUPER,
KEY_RSUPER,
KEY_LMETA,
KEY_RMETA,
KEY_BACKSPACE,
KEY_PRINTSCREEN,
KEY_LALT,
KEY_RALT,
KEY_LSHIFT,
KEY_RSHIFT,
KEY_LCONTROL,
KEY_RCONTROL,
KEY_NUMPADMINUS,
KEY_NUMPADPERIOD,
KEY_NUMPADPLUS,
KEY_NUMPADSLASH,
KEY_NUMPADSTAR,
KEY_PGDN,
KEY_PGUP,
KEY_APOSTROPHE,
KEY_EQUALS,
KEY_SEMICOLON,
KEY_LBRACKET,
KEY_RBRACKET,
KEY_TILDE,
KEY_0,
KEY_1,
KEY_2,
KEY_3,
KEY_4,
KEY_5,
KEY_6,
KEY_7,
KEY_8,
KEY_9,
KEY_A,
KEY_B,
KEY_C,
KEY_D,
KEY_E,
KEY_F,
KEY_G,
KEY_H,
KEY_I,
KEY_J,
KEY_K,
KEY_L,
KEY_M,
KEY_N,
KEY_O,
KEY_P,
KEY_Q,
KEY_R,
KEY_S,
KEY_T,
KEY_U,
KEY_V,
KEY_W,
KEY_X,
KEY_Y,
KEY_Z,
KEY_LEFT,
KEY_RIGHT,
KEY_UP,
KEY_DOWN,
KEY_NUMPAD1,
KEY_NUMPAD2,
KEY_NUMPAD3,
KEY_NUMPAD4,
KEY_NUMPAD5,
KEY_NUMPAD6,
KEY_NUMPAD7,
KEY_NUMPAD8,
KEY_NUMPAD9,
KEY_NUMPAD0,
KEY_DELETE,
KEY_SPACE,
KEY_RETURN,
KEY_PERIOD,
KEY_MINUS,
KEY_CAPSLOCK,
KEY_SYSRQ,
KEY_TAB,
KEY_HOME,
KEY_END,
KEY_COMMA,
KEY_SLASH,
KEY_F1,
KEY_F2,
KEY_F3,
KEY_F4,
KEY_F5,
KEY_F6,
KEY_F7,
KEY_F8,
KEY_F9,
KEY_F10,
KEY_F11,
KEY_F12,
KEY_F13,
KEY_F14,
KEY_F15,
KEY_ESCAPE,
KEY_ANYKEY,
KEY_MAXARRAY
};
enum ButtonState { UP = 0, DOWN };
struct MouseButtons
{
MouseButtons ()
{
left = UP;
right = UP;
middle = UP;
}
ButtonState left, right, middle;
};
struct Mouse
{
Mouse()
{
scrollWheel = scrollWheelChange = lastScrollWheel = 0;
buttonsEnabled = true;
movementEnabled = true;
}
Vector position, lastPosition;
MouseButtons buttons;
MouseButtons pure_buttons;
Vector change;
// movementEnabled is not implemented yet
bool buttonsEnabled, movementEnabled;
int scrollWheel, scrollWheelChange, lastScrollWheel;
};
const int maxJoyBtns = 64;
class Joystick
{
public:
Joystick();
void init(int stick=0);
void shutdown();
//Ranges from 0 to 65535 (full speed).
void rumble(float leftMotor, float rightMotor, float time);
void update(float dt);
Vector position, lastPosition;
ButtonState buttons[maxJoyBtns];
float deadZone1, deadZone2;
float clearRumbleTime;
void callibrate(Vector &vec, float dead);
float leftTrigger, rightTrigger;
bool leftThumb, rightThumb, leftShoulder, rightShoulder, dpadLeft, dpadRight, dpadUp, dpadDown;
bool btnStart, btnSelect;
Vector rightStick;
bool inited, xinited;
bool anyButton();
# ifdef BBGE_BUILD_SDL2
SDL_GameController *sdl_controller;
SDL_Haptic *sdl_haptic;
# endif
SDL_Joystick *sdl_joy;
#if defined(__LINUX__) && !defined(BBGE_BUILD_SDL2)
int eventfd;
int16_t effectid;
#endif
int stickIndex;
int s1ax, s1ay, s2ax, s2ay;
};
enum FollowCameraLock
{
FCL_NONE = 0,
FCL_HORZ = 1,
FCL_VERT = 2
};
#define RLT_FIXED
typedef std::vector <RenderObject*> RenderObjects;
typedef std::list <RenderObject*> RenderObjectList;
typedef std::map <intptr_t, RenderObject*> RenderObjectMap;
class RenderObjectLayer
{
public:
RenderObjectLayer();
~RenderObjectLayer();
void add(RenderObject* r);
void remove(RenderObject* r);
void moveToFront(RenderObject *r);
void moveToBack(RenderObject *r);
void setCull(bool cull);
void setOptimizeStatic(bool opt);
void sort();
void renderPass(int pass);
void reloadDevice();
inline bool empty()
{
return objectCount == 0;
}
inline RenderObject *getFirst()
{
iter = 0;
return getNext();
}
RenderObject *getNext()
{
const int size = renderObjects.size();
int i;
for (i = iter; i < size; i++)
{
if (renderObjects[i] != 0)
break;
}
if (i < size)
{
iter = i+1;
return renderObjects[i];
}
else
{
iter = i;
return 0;
}
return 0;
}
//inclusive
int startPass, endPass;
bool visible;
float followCamera;
int followCameraLock;
bool cull;
bool update;
int mode;
Vector color;
protected:
void clearDisplayList();
void generateDisplayList();
inline void renderOneObject(RenderObject *robj);
bool optimizeStatic;
bool displayListValid;
int displayListGeneration;
struct DisplayListElement {
DisplayListElement() {isList = false; u.robj = 0;}
bool isList; // True if this is a GL display list
union {
RenderObject *robj;
GLuint listID;
} u;
};
std::vector<DisplayListElement> displayList;
RenderObjects renderObjects;
size_t objectCount;
size_t firstFreeIdx;
size_t iter;
};
class Core : public ActionMapper, public StateManager
{
public:
// init
Core(const std::string &filesystem, const std::string& extraDataDir, int numRenderLayers, const std::string &appName="BBGE", int particleSize=1024, std::string userDataSubFolder="");
void initPlatform(const std::string &filesystem);
~Core();
virtual void init();
void initRenderObjectLayers(int num);
void applyState(const std::string &state);
bool createWindow(int width, int height, int bits, bool fullscreen, std::string windowTitle="");
void clearBuffers();
void render(int startLayer=-1, int endLayer=-1, bool useFrameBufferIfAvail=true);
void showBuffer();
void quit();
bool isShuttingDown();
bool isWindowFocus();
void instantQuit();
void cacheRender();
void setSDLGLAttributes();
void reloadResources();
void unloadResources();
std::string getPreferencesFolder();
std::string getUserDataFolder();
std::string adjustFilenameCase(const char *buf);
std::string adjustFilenameCase(const std::string &str) { return adjustFilenameCase(str.c_str()); };
void resetCamera();
virtual void shutdown();
void main(float runTime = -1); // can use main
// state functions
std::string getTextureLoadName(const std::string &texture);
void setMousePosition(const Vector &p);
void toggleScreenMode(int t=0);
void enable2D(int pixelScaleX=0, int pixelScaleY=0, bool forcePixelScale=false);
void addRenderObject(RenderObject *o, size_t layer=0);
void switchRenderObjectLayer(RenderObject *o, int toLayer);
void addTexture(Texture *r);
CountedPtr<Texture> findTexture(const std::string &name);
void removeTexture(Texture *res);
void clearResources();
CountedPtr<Texture> addTexture(const std::string &texture);
PostProcessingFX postProcessingFx;
enum RemoveRenderObjectFlag { DESTROY_RENDER_OBJECT=0, DO_NOT_DESTROY_RENDER_OBJECT };
void removeRenderObject(RenderObject *r, RemoveRenderObjectFlag flag = DESTROY_RENDER_OBJECT);
void setMouseConstraint(bool on);
void setMouseConstraintCircle(const Vector& pos, float mouseCircle);
void setReentryInputGrab(int on);
void action(int id, int state){}
bool exists(const std::string &file);
void enqueueRenderObjectDeletion(RenderObject *object);
void clearGarbage();
bool isNested() { return nestedMains > 1; }
int getNestedMains() { return nestedMains; }
void quitNestedMain();
int getWindowWidth() { return width; }
int getWindowHeight() { return height; }
void updateCursorFromJoystick(float dt, int spd);
unsigned getTicks();
float stopWatch(int d);
float stopWatchStartTime;
void resetGraphics(int w, int h, int fullscreen=-1, int vsync=-1, int bpp=-1);
void setDockIcon(const std::string &ident);
Vector getGameCursorPosition();
Vector getGamePosition(const Vector &v);
Vector joystickPosition;
bool coreVerboseDebug;
Vector screenCenter;
void print(int x, int y, const char *str, float sz=1);
// windows variables
#ifdef BBGE_BUILD_WINDOWS
HDC hDC; // Private GDI Device Context
HGLRC hRC; // Permanent Rendering Context
HWND hWnd; // Holds Our Window Handle
HINSTANCE hInstance; // Holds The Instance Of The Application
#endif
std::vector<Texture*> resources;
RenderObjectLayer *getRenderObjectLayer(int i);
std::vector <int> renderObjectLayerOrder;
typedef std::vector<RenderObjectLayer> RenderObjectLayers;
RenderObjectLayers renderObjectLayers;
RenderObjectList garbage;
SoundManager *sound;
float aspect;
int width, height;
enum Modes { MODE_NONE=-1, MODE_3D=0, MODE_2D };
InterpolatedVector globalScale;
Vector globalResolutionScale;
Vector screenCapScale;
virtual void onResetScene(){}
virtual void onPlayedVoice(const std::string &name){}
Vector cameraPos;
int fps;
bool loopDone;
Mouse mouse;
AfterEffectManager *afterEffectManager;
ParticleManager *particleManager;
void setBaseTextureDirectory(const std::string &baseTextureDirectory)
{ this->baseTextureDirectory = baseTextureDirectory; }
std::string getBaseTextureDirectory()
{
return baseTextureDirectory;
}
virtual bool canChangeState();
void resetTimer();
inline int getVirtualWidth()
{
return virtualWidth;
}
inline int getVirtualHeight()
{
return virtualHeight;
}
unsigned char *grabScreenshot(int x, int y, int w, int h);
unsigned char *grabCenteredScreenshot(int w, int h);
int saveScreenshotTGA(const std::string &filename);
void save64x64ScreenshotTGA(const std::string &filename);
void saveSizedScreenshotTGA(const std::string &filename, int sz, int crop34);
void saveCenteredScreenshotTGA(const std::string &filename, int sz);
bool minimized;
std::string getEnqueuedJumpState();
float cullRadius;
float cullRadiusSqr;
Vector cullCenter;
unsigned int renderObjectCount, processedRenderObjectCount, totalRenderObjectCount;
float invGlobalScale, invGlobalScaleSqr;
void globalScaleChanged();
void screenshot();
void clearRenderObjects();
void applyMatrixStackToWorld();
void translateMatrixStack(float x, float y, float z=0);
void rotateMatrixStack(float x, float y, float z);
void scaleMatrixStack(float x, float y, float z=1);
void rotateMatrixStack(float z);
void setColor(float r, float g, float b, float a);
void bindTexture(int stage, unsigned int handle);
bool getKeyState(int k);
bool getMouseButtonState(int m);
int currentLayerPass;
int keys[KEY_MAXARRAY];
virtual void debugLog(const std::string &s);
virtual void errorLog(const std::string &s);
void messageBox(const std::string &title, const std::string &msg);
bool getShiftState();
bool getAltState();
bool getCtrlState();
bool getMetaState();
virtual void generateCollisionMask(RenderObject *r){}
DarkLayer darkLayer;
int redBits, greenBits, blueBits, alphaBits;
void setupRenderPositionAndScale();
void setupGlobalResolutionScale();
int particlesPaused;
bool joystickEnabled;
bool joystickOverrideMouse;
bool debugLogTextures;
Joystick joystick;
void setClearColor(const Vector &c);
Vector getClearColor();
int flipMouseButtons;
void initFrameBuffer();
FrameBuffer frameBuffer;
void updateRenderObjects(float dt);
bool joystickAsMouse;
virtual void prepScreen(bool t){}
bool updateMouse;
bool frameOutputMode;
int overrideStartLayer, overrideEndLayer;
void setWindowCaption(const std::string &caption, const std::string &icon);
ParticleEffect* createParticleEffect(const std::string &name, const Vector &position, int layer, float rotz=0);
std::string secondaryTexturePath;
bool hasFocus();
EventQueue eventQueue;
float aspectX, aspectY;
float get_old_dt() { return old_dt; }
float get_current_dt() { return current_dt; }
bool debugLogActive;
void setInputGrab(bool on);
bool isFullscreen();
int viewOffX, viewOffY;
int getVirtualOffX();
int getVirtualOffY();
void centerMouse();
int vw2, vh2;
Vector center;
void enable2DWide(int rx, int ry);
void enumerateScreenModes();
std::vector<ScreenMode> screenModes;
void pollEvents();
CoreSettings settings;
int tgaSave(const char *filename, short unsigned int width, short unsigned int height, unsigned char pixelDepth, unsigned char *imageData);
int zgaSave(const char *filename, short unsigned int width, short unsigned int height, unsigned char pixelDepth, unsigned char *imageData);
volatile int dbg_numThreadDecoders;
static unsigned int dbg_numRenderCalls;
virtual void onBackgroundUpdate();
void initLocalization();
protected:
void updateCullData();
std::string userDataFolder;
int grabInputOnReentry;
int virtualOffX, virtualOffY;
void initIcon();
float old_dt;
float current_dt;
std::string debugLogPath;
virtual void onReloadResources();
CountedPtr<Texture> doTextureAdd(const std::string &texture, const std::string &name, std::string internalTextureName);
void deleteRenderObjectMemory(RenderObject *r);
bool _hasFocus;
bool lib_graphics, lib_sound, lib_input;
Vector clearColor;
bool updateCursorFromMouse;
virtual void unloadDevice();
virtual void reloadDevice();
std::string appName;
bool mouseConstraint;
float mouseCircle;
Vector mouseConstraintCenter;
bool doMouseConstraint();
virtual void onMouseInput(){}
bool doScreenshot;
float baseCullRadius;
bool initSoundLibrary(const std::string &defaultDevice);
bool initInputLibrary();
bool initJoystickLibrary(int numSticks=1);
bool initGraphicsLibrary(int w, int h, bool fullscreen, int vsync, int bpp, bool recreate=true);
void shutdownInputLibrary();
void shutdownJoystickLibrary();
void shutdownGraphicsLibrary(bool kill=true);
void shutdownSoundLibrary();
int afterEffectManagerLayer;
Vector cameraOffset;
std::vector<float> avgFPS;
virtual void modifyDt(float &dt){}
void setPixelScale(int pixelScaleX, int pixelScaleY);
int virtualHeight, virtualWidth;
bool shuttingDown;
bool quitNestedMainFlag;
bool clearedGarbageFlag;
int nestedMains;
std::string baseTextureDirectory;
std::ofstream _logOut;
int nowTicks, thenTicks;
int _vsync, _bpp;
bool _fullscreen;
int numSavedScreenshots;
CountedPtr<Texture> texError;
int tgaSaveSeries(char *filename, short int width, short int height, unsigned char pixelDepth, unsigned char *imageData);
virtual void onUpdate(float dt);
virtual void onRender(){}
void setupFileAccess();
std::string _extraDataDir;
};
extern Core *core;
#include "RenderObject_inline.h"
#endif