metaforce/Runtime/MP1/MP1.hpp

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#ifndef __URDE_MP1_HPP__
#define __URDE_MP1_HPP__
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#define MP1_USE_BOO 0
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#include <boo/boo.hpp>
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#include <boo/graphicsdev/GL.hpp>
#include <boo/audiodev/IAudioVoiceEngine.hpp>
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#include "CMemory.hpp"
#include "CTweaks.hpp"
#include "CPlayMovie.hpp"
#include "IOStreams.hpp"
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#include "CBasics.hpp"
#include "CMemoryCardSys.hpp"
#include "CResFactory.hpp"
#include "CSimplePool.hpp"
#include "Character/CAssetFactory.hpp"
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#include "World/CAi.hpp"
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#include "CGameState.hpp"
#include "CInGameTweakManager.hpp"
#include "Particle/CElementGen.hpp"
#include "Character/CAnimData.hpp"
#include "Particle/CDecalManager.hpp"
#include "Particle/CGenDescription.hpp"
#include "Graphics/CBooRenderer.hpp"
#include "Audio/CAudioSys.hpp"
#include "Input/CInputGenerator.hpp"
#include "GuiSys/CGuiSys.hpp"
#include "CIOWinManager.hpp"
#include "GuiSys/CSplashScreen.hpp"
#include "CMainFlow.hpp"
#include "GuiSys/CConsoleOutputWindow.hpp"
#include "GuiSys/CTextParser.hpp"
#include "Audio/CAudioStateWin.hpp"
#include "GameGlobalObjects.hpp"
#include "CArchitectureQueue.hpp"
#include "MP1.hpp"
#include "CTimeProvider.hpp"
#include "GuiSys/CTextExecuteBuffer.hpp"
#include "DataSpec/DNAMP1/Tweaks/CTweakPlayer.hpp"
#include "DataSpec/DNAMP1/Tweaks/CTweakGame.hpp"
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namespace urde
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{
class CStopwatch;
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class IFactory;
class IObjectStore;
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namespace MP1
{
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enum class EGameplayResult
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{
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None,
Win,
Lose,
Playing
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};
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class CGameGlobalObjects
{
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CMemoryCardSys x0_memoryCardSys;
IFactory& x20_resFactory;
CSimplePool& x114_simplePool;
CCharacterFactoryBuilder x14c_charFactoryBuilder;
CAiFuncMap x188_aiFuncMap;
CGameState x1a8_gameState;
CInGameTweakManager x1c0_tweakManager;
std::unique_ptr<CBooRenderer> m_renderer;
void LoadStringTable()
{
}
static CBooRenderer*
AllocateRenderer(IObjectStore& store, IFactory& resFactory)
{
g_Renderer = new CBooRenderer(store, resFactory);
return g_Renderer;
}
public:
CGameGlobalObjects(IFactory& resFactory,
CSimplePool& objStore)
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: x20_resFactory(resFactory), x114_simplePool(objStore)
{
g_MemoryCardSys = &x0_memoryCardSys;
g_ResFactory = &x20_resFactory;
g_SimplePool = &x114_simplePool;
g_CharFactoryBuilder = &x14c_charFactoryBuilder;
g_AiFuncMap = &x188_aiFuncMap;
g_GameState = &x1a8_gameState;
g_TweakManager = &x1c0_tweakManager;
}
void PostInitialize()
{
LoadStringTable();
m_renderer.reset(AllocateRenderer(x114_simplePool, x20_resFactory));
}
};
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#if MP1_USE_BOO
class CGameArchitectureSupport : public boo::IWindowCallback
#else
class CGameArchitectureSupport
#endif
{
CArchitectureQueue m_archQueue;
CAudioSys m_audioSys;
CInputGenerator m_inputGenerator;
CGuiSys m_guiSys;
CIOWinManager m_ioWinManager;
CSplashScreen m_splashScreen;
CMainFlow m_mainFlow;
CConsoleOutputWindow m_consoleWindow;
CAudioStateWin m_audioStateWin;
boo::SWindowRect m_windowRect;
bool m_rectIsDirty;
void mouseDown(const boo::SWindowCoord &coord, boo::EMouseButton button, boo::EModifierKey mods)
{ m_inputGenerator.mouseDown(coord, button, mods); }
void mouseUp(const boo::SWindowCoord &coord, boo::EMouseButton button, boo::EModifierKey mods)
{ m_inputGenerator.mouseUp(coord, button, mods); }
void mouseMove(const boo::SWindowCoord &coord)
{ m_inputGenerator.mouseMove(coord); }
void scroll(const boo::SWindowCoord &coord, const boo::SScrollDelta &scroll)
{ m_inputGenerator.scroll(coord, scroll); }
void charKeyDown(unsigned long charCode, boo::EModifierKey mods, bool isRepeat)
{ m_inputGenerator.charKeyDown(charCode, mods, isRepeat); }
void charKeyUp(unsigned long charCode, boo::EModifierKey mods)
{ m_inputGenerator.charKeyUp(charCode, mods); }
void specialKeyDown(boo::ESpecialKey key, boo::EModifierKey mods, bool isRepeat)
{ m_inputGenerator.specialKeyDown(key, mods, isRepeat); }
void specialKeyUp(boo::ESpecialKey key, boo::EModifierKey mods)
{ m_inputGenerator.specialKeyUp(key, mods); }
void modKeyDown(boo::EModifierKey mod, bool isRepeat)
{ m_inputGenerator.modKeyDown(mod, isRepeat);}
void modKeyUp(boo::EModifierKey mod)
{ m_inputGenerator.modKeyUp(mod); }
void destroyed() { m_archQueue.Push(std::move(MakeMsg::CreateApplicationExit(EArchMsgTarget::ArchitectureSupport))); }
void resized(const boo::SWindowRect &rect)
{
m_windowRect = rect;
m_rectIsDirty = true;
}
public:
CGameArchitectureSupport()
: m_audioSys(0,0,0,0,0),
m_inputGenerator(0.0f /*g_tweakPlayer->GetLeftLogicalThreshold()*/,
0.0f /*g_tweakPlayer->GetRightLogicalThreshold()*/),
m_guiSys(*g_ResFactory, *g_SimplePool, CGuiSys::EUsageMode::Zero)
{
g_GuiSys = &m_guiSys;
m_inputGenerator.startScanning();
}
bool Update()
{
bool finished = false;
m_inputGenerator.Update(1.0 / 60.0, m_archQueue);
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g_GameState->GetWorldTransitionManager()->TouchModels();
int unk = 0;
m_archQueue.Push(std::move(MakeMsg::CreateFrameBegin(EArchMsgTarget::Game, unk)));
m_ioWinManager.PumpMessages(m_archQueue);
/*
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while (m_archQueue)
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{
CArchitectureMessage msg = m_archQueue.Pop();
if (msg.GetTarget() == EArchMsgTarget::ArchitectureSupport)
{
if (msg.GetType() == EArchMsgType::ApplicationExit)
finished = true;
}
if (msg.GetTarget() == EArchMsgTarget::Game && msg.GetType() == EArchMsgType::UserInput)
{
const CArchMsgParmUserInput* input = msg.GetParm<CArchMsgParmUserInput>();
if (input->x4_parm.DStart())
m_archQueue.Push(std::move(MakeMsg::CreateApplicationExit(EArchMsgTarget::ArchitectureSupport)));
}
}
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*/
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return finished;
}
bool isRectDirty() { return m_rectIsDirty; }
const boo::SWindowRect& getWindowRect()
{
m_rectIsDirty = false;
return m_windowRect;
}
};
#if MP1_USE_BOO
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class CMain : public boo::IApplicationCallback
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#else
class CMain
#endif
{
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#if MP1_USE_BOO
boo::IWindow* mainWindow;
int appMain(boo::IApplication* app);
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void appQuitting(boo::IApplication*)
{ xe8_b24_finished = true; }
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void appFilesOpen(boo::IApplication*, const std::vector<std::string>& paths)
{
fprintf(stderr, "OPENING: ");
for (const std::string& path : paths)
fprintf(stderr, "%s ", path.c_str());
fprintf(stderr, "\n");
}
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#endif
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public:
enum class FlowState
{
Zero,
One,
Two,
Three,
Four,
Five,
Six,
};
private:
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struct BooSetter
{
BooSetter(boo::IGraphicsDataFactory* factory,
boo::IGraphicsCommandQueue* cmdQ,
boo::ITextureR* spareTex);
} m_booSetter;
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//CMemorySys x6c_memSys;
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CTweaks x70_tweaks;
EGameplayResult xe4_gameplayResult;
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bool xe8_b24_finished = false;
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/* urde addition: these are simply initialized along with everything else */
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CGameGlobalObjects x128_globalObjects;
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CGameArchitectureSupport m_archSupport;
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FlowState x12c_ = FlowState::Five;
u32 x130_[10] = { 1000000 };
union
{
struct
{
bool x160_24_ : 1;
bool x160_25_ : 1;
bool x160_26_ : 1;
bool x160_27_ : 1;
bool x160_28_ : 1;
bool x160_29_ : 1;
bool x160_30_ : 1;
bool x160_31_ : 1;
bool x161_24_ : 1;
};
u16 _dummy = 0;
};
u32 x164_ = 0;
void InitializeSubsystems(const hecl::Runtime::FileStoreManager& storeMgr,
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boo::IAudioVoiceEngine* voiceEngine);
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public:
CMain(IFactory& resFactory, CSimplePool& resStore,
boo::IGraphicsDataFactory* gfxFactory,
boo::IGraphicsCommandQueue* cmdQ,
boo::ITextureR* spareTex);
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void RegisterResourceTweaks();
void ResetGameState();
void StreamNewGameState(CInputStream&);
void CheckTweakManagerDebugOptions() {}
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//int RsMain(int argc, const boo::SystemChar* argv[]);
void Init(const hecl::Runtime::FileStoreManager& storeMgr,
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boo::IAudioVoiceEngine* voiceEngine);
bool Proc();
void Shutdown();
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bool CheckReset();
bool CheckTerminate() {return false;}
void DrawDebugMetrics(double, CStopwatch&) {}
void DoPredrawMetrics() {}
void FillInAssetIDs();
void LoadAudio();
void ShutdownSubsystems();
EGameplayResult GetGameplayResult() const {return xe4_gameplayResult;}
void SetGameplayResult(EGameplayResult wl) {xe4_gameplayResult = wl;}
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FlowState GetFlowState() const { return x12c_; }
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};
}
}
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#endif // __URDE_MP1_HPP__