metaforce/Runtime/MP1/MP1.cpp

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#if _WIN32
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#ifndef NOMINMAX
#define NOMINMAX
#endif
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#include <objbase.h>
#endif
#include <clocale>
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#include <memory>
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#include <boo/boo.hpp>
#include <boo/graphicsdev/GL.hpp>
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#include "CBasics.hpp"
#include "CMemoryCardSys.hpp"
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#include "CResFactory.hpp"
#include "CSimplePool.hpp"
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#include "Character/CAssetFactory.hpp"
#include "CAi.hpp"
#include "CGameState.hpp"
#include "CInGameTweakManager.hpp"
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#include "Particle/CElementGen.hpp"
#include "Character/CAnimData.hpp"
#include "Particle/CDecalManager.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 "Audio/CAudioStateWin.hpp"
#include "GameGlobalObjects.hpp"
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#include "CArchitectureQueue.hpp"
#include "MP1.hpp"
#include "CTimeProvider.hpp"
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#include "DataSpec/DNAMP1/Tweaks/CTweakPlayer.hpp"
#include "DataSpec/DNAMP1/Tweaks/CTweakGame.hpp"
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namespace urde
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{
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CMemoryCardSys* g_MemoryCardSys = nullptr;
CResFactory* g_ResFactory = nullptr;
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CSimplePool* g_SimplePool = nullptr;
CCharacterFactoryBuilder* g_CharFactoryBuilder = nullptr;
CAiFuncMap* g_AiFuncMap = nullptr;
CGameState* g_GameState = nullptr;
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CInGameTweakManagerBase* g_TweakManager = nullptr;
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CBooRenderer* g_Renderer = nullptr;
namespace MP1
{
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class CMain* g_main = nullptr;
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class CGameGlobalObjects
{
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CMemoryCardSys x0_memoryCardSys;
CResFactory x20_resFactory;
CSimplePool x114_simplePool;
CCharacterFactoryBuilder x14c_charFactoryBuilder;
CAiFuncMap x188_aiFuncMap;
CGameState x1a8_gameState;
CInGameTweakManager x1c0_tweakManager;
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std::unique_ptr<CBooRenderer> m_renderer;
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void AddPaksAndFactories()
{
}
void LoadStringTable()
{
}
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static CBooRenderer*
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AllocateRenderer(IObjectStore& store,
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CMemorySys& memSys, CResFactory& resFactory)
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{
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g_Renderer = new CBooRenderer(store, memSys, resFactory);
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return g_Renderer;
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}
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public:
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CGameGlobalObjects()
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: x114_simplePool(x20_resFactory)
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{
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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;
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}
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void PostInitialize(CMemorySys& memSys)
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{
AddPaksAndFactories();
LoadStringTable();
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m_renderer.reset(AllocateRenderer(x114_simplePool, memSys, x20_resFactory));
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}
};
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class CGameArchitectureSupport : public boo::IWindowCallback
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{
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CArchitectureQueue m_archQueue;
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CAudioSys m_audioSys;
CInputGenerator m_inputGenerator;
CGuiSys m_guiSys;
CIOWinManager m_ioWinManager;
CSplashScreen m_splashScreen;
CMainFlow m_mainFlow;
CConsoleOutputWindow m_consoleWindow;
CAudioStateWin m_audioStateWin;
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boo::SWindowRect m_windowRect;
bool m_rectIsDirty;
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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))); }
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void resized(const boo::SWindowRect &rect)
{
m_windowRect = rect;
m_rectIsDirty = true;
}
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public:
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CGameArchitectureSupport()
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: m_audioSys(0,0,0,0,0),
m_inputGenerator(0.0f /*g_tweakPlayer->GetLeftLogicalThreshold()*/,
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0.0f /*g_tweakPlayer->GetRightLogicalThreshold()*/),
m_guiSys(*g_ResFactory, *g_SimplePool, CGuiSys::EUsageMode::Zero)
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{
m_inputGenerator.startScanning();
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}
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bool Update()
{
bool finished = false;
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m_inputGenerator.Update(1.0 / 60.0, m_archQueue);
while(m_archQueue)
{
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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return finished;
}
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bool isRectDirty() { return m_rectIsDirty; }
const boo::SWindowRect& getWindowRect()
{
m_rectIsDirty = false;
return m_windowRect;
}
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};
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CMain::CMain()
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: x6c_memSys(CMemorySys::GetGameAllocator())
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{
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g_main = this;
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xe4_gameplayResult = EGameplayResult::Playing;
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}
void CMain::RegisterResourceTweaks()
{
}
void CMain::ResetGameState()
{
}
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void CMain::InitializeSubsystems()
{
CElementGen::Initialize();
CAnimData::InitializeCache();
CDecalManager::Initialize();
}
void CMain::AddWorldPaks()
{
#if 0
u32 i = 0;
while (i <= 255)
{
std::string pakName = CBasics::Stringize("%s%i.pak", g_tweakGame->GetWorldPrefix().c_str(), i);
if (CDvdFile::FileExists(pakName.c_str()))
g_ResFactory->GetLoader().AddPakFile(pakName, false);
i++;
}
#endif
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}
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void CMain::FillInAssetIDs()
{
}
void CMain::LoadAudio()
{
}
int CMain::appMain(boo::IApplication* app)
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{
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zeus::detectCPU();
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mainWindow = app->newWindow(_S("Metroid Prime 1 Reimplementation vZygote"), 1);
mainWindow->showWindow();
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TOneStatic<CGameGlobalObjects> globalObjs;
InitializeSubsystems();
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globalObjs->PostInitialize(x6c_memSys);
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x70_tweaks.RegisterTweaks();
AddWorldPaks();
g_TweakManager->ReadFromMemoryCard("AudioTweaks");
FillInAssetIDs();
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TOneStatic<CGameArchitectureSupport> archSupport;
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mainWindow->setCallback(archSupport.GetAllocSpace());
boo::IGraphicsCommandQueue* gfxQ = mainWindow->getCommandQueue();
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boo::SWindowRect windowRect = mainWindow->getWindowFrame();
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boo::ITextureR* renderTex = mainWindow->getMainContextDataFactory()->newRenderTexture(windowRect.size[0], windowRect.size[1], true, true);
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float rgba[4] = { 0.2f, 0.2f, 0.2f, 1.0f};
gfxQ->setClearColor(rgba);
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while (!xe8_b24_finished)
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{
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xe8_b24_finished = archSupport->Update();
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if (archSupport->isRectDirty())
{
const boo::SWindowRect& windowRect = archSupport->getWindowRect();
gfxQ->resizeRenderTexture(renderTex,
windowRect.size[0],
windowRect.size[1]);
}
gfxQ->setRenderTarget(renderTex);
gfxQ->clearTarget();
gfxQ->resolveDisplay(renderTex);
gfxQ->execute();
mainWindow->waitForRetrace();
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}
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return 0;
}
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}
}