#if _WIN32 #ifndef NOMINMAX #define NOMINMAX #endif #include #endif #include #include #include #include #include "CBasics.hpp" #include "CMemoryCardSys.hpp" #include "CResFactory.hpp" #include "CSimplePool.hpp" #include "Character/CAssetFactory.hpp" #include "CAi.hpp" #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" namespace urde { CMemoryCardSys* g_MemoryCardSys = nullptr; CResFactory* g_ResFactory = nullptr; CSimplePool* g_SimplePool = nullptr; CCharacterFactoryBuilder* g_CharFactoryBuilder = nullptr; CAiFuncMap* g_AiFuncMap = nullptr; CGameState* g_GameState = nullptr; CInGameTweakManagerBase* g_TweakManager = nullptr; CBooRenderer* g_Renderer = nullptr; namespace MP1 { class CMain* g_main = nullptr; class CGameGlobalObjects { CMemoryCardSys x0_memoryCardSys; CResFactory x20_resFactory; CSimplePool x114_simplePool; CCharacterFactoryBuilder x14c_charFactoryBuilder; CAiFuncMap x188_aiFuncMap; CGameState x1a8_gameState; CInGameTweakManager x1c0_tweakManager; std::unique_ptr m_renderer; void AddPaksAndFactories() { } void LoadStringTable() { } static CBooRenderer* AllocateRenderer(IObjectStore& store, CMemorySys& memSys, CResFactory& resFactory) { g_Renderer = new CBooRenderer(store, memSys, resFactory); return g_Renderer; } public: CGameGlobalObjects() : x114_simplePool(x20_resFactory) { 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(CMemorySys& memSys) { AddPaksAndFactories(); LoadStringTable(); m_renderer.reset(AllocateRenderer(x114_simplePool, memSys, x20_resFactory)); } }; class CGameArchitectureSupport : public boo::IWindowCallback { 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); 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(); if (input->x4_parm.DStart()) m_archQueue.Push(std::move(MakeMsg::CreateApplicationExit(EArchMsgTarget::ArchitectureSupport))); } } return finished; } bool isRectDirty() { return m_rectIsDirty; } const boo::SWindowRect& getWindowRect() { m_rectIsDirty = false; return m_windowRect; } }; CMain::CMain() : x6c_memSys(CMemorySys::GetGameAllocator()) { g_main = this; xe4_gameplayResult = EGameplayResult::Playing; } void CMain::RegisterResourceTweaks() { } void CMain::ResetGameState() { } 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 } void CMain::FillInAssetIDs() { } void CMain::LoadAudio() { } int CMain::appMain(boo::IApplication* app) { zeus::detectCPU(); mainWindow = app->newWindow(_S("Metroid Prime 1 Reimplementation vZygote"), 1); mainWindow->showWindow(); TOneStatic globalObjs; InitializeSubsystems(); globalObjs->PostInitialize(x6c_memSys); x70_tweaks.RegisterTweaks(); AddWorldPaks(); g_TweakManager->ReadFromMemoryCard("AudioTweaks"); FillInAssetIDs(); TOneStatic archSupport; mainWindow->setCallback(archSupport.GetAllocSpace()); boo::IGraphicsCommandQueue* gfxQ = mainWindow->getCommandQueue(); boo::SWindowRect windowRect = mainWindow->getWindowFrame(); boo::ITextureR* renderTex; boo::GraphicsDataToken data = mainWindow->getMainContextDataFactory()->commitTransaction( [&](boo::IGraphicsDataFactory::Context& ctx) -> bool { renderTex = ctx.newRenderTexture(windowRect.size[0], windowRect.size[1], true, true); return true; }); float rgba[4] = { 0.2f, 0.2f, 0.2f, 1.0f}; gfxQ->setClearColor(rgba); while (!xe8_b24_finished) { xe8_b24_finished = archSupport->Update(); 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(); } return 0; } } }