metaforce/Runtime/MP1/MP1.hpp

308 lines
10 KiB
C++

#pragma once
#include "Runtime/IMain.hpp"
#include "Runtime/MP1/CTweaks.hpp"
#include "Runtime/MP1/CPlayMovie.hpp"
#include "Runtime/Streams/IOStreams.hpp"
#include "Runtime/CBasics.hpp"
#include "Runtime/CMemoryCardSys.hpp"
#include "Runtime/CResFactory.hpp"
#include "Runtime/CSimplePool.hpp"
#include "Runtime/Character/CAssetFactory.hpp"
#include "Runtime/World/CAi.hpp"
#include "Runtime/CGameState.hpp"
#include "Runtime/ImGuiConsole.hpp"
#include "Runtime/MP1/CInGameTweakManager.hpp"
#include "Runtime/Particle/CElementGen.hpp"
#include "Runtime/Character/CAnimData.hpp"
#include "Runtime/Particle/CDecalManager.hpp"
#include "Runtime/Particle/CGenDescription.hpp"
#include "Runtime/Graphics/CBooRenderer.hpp"
#include "Runtime/Audio/CAudioSys.hpp"
#include "Runtime/Input/CInputGenerator.hpp"
#include "Runtime/GuiSys/CGuiSys.hpp"
#include "Runtime/CIOWinManager.hpp"
#include "Runtime/GuiSys/CSplashScreen.hpp"
#include "Runtime/MP1/CMainFlow.hpp"
#include "Runtime/GuiSys/CConsoleOutputWindow.hpp"
#include "Runtime/GuiSys/CErrorOutputWindow.hpp"
#include "Runtime/GuiSys/CTextParser.hpp"
#include "Runtime/MP1/CAudioStateWin.hpp"
#include "Runtime/GameGlobalObjects.hpp"
#include "Runtime/CArchitectureQueue.hpp"
#include "Runtime/CTimeProvider.hpp"
#include "Runtime/GuiSys/CTextExecuteBuffer.hpp"
#include "Runtime/MP1/Tweaks/CTweakPlayer.hpp"
#include "Runtime/MP1/Tweaks/CTweakGame.hpp"
#include "Runtime/ConsoleVariables/CVarCommons.hpp"
struct DiscordUser;
namespace metaforce {
class IFactory;
class IObjectStore;
namespace MP1 {
class CMain;
class CGameGlobalObjects {
friend class CMain;
std::unique_ptr<CSimplePool> m_gameSimplePool;
std::unique_ptr<CResFactory> m_gameResFactory;
std::unique_ptr<CMemoryCardSys> x0_memoryCardSys;
IFactory* x4_resFactory;
CSimplePool* xcc_simplePool;
CCharacterFactoryBuilder xec_charFactoryBuilder;
CAiFuncMap x110_aiFuncMap;
std::unique_ptr<CGameState> x134_gameState;
TLockedToken<CStringTable> x13c_mainStringTable;
CInGameTweakManager x150_tweakManager;
std::unique_ptr<IRenderer> m_renderer;
TLockedToken<CTextureCache> m_textureCache;
void LoadStringTable() {
x13c_mainStringTable = g_SimplePool->GetObj("STRG_Main");
g_MainStringTable = x13c_mainStringTable.GetObj();
}
void LoadTextureCache() {
m_textureCache = g_SimplePool->GetObj("TextureCache"sv);
g_TextureCache = m_textureCache.GetObj();
}
void AddPaksAndFactories();
static IRenderer* AllocateRenderer(IObjectStore& store, IFactory& resFactory) {
g_Renderer = new CBooRenderer(store, resFactory);
return g_Renderer;
}
public:
CGameGlobalObjects(IFactory* resFactory, CSimplePool* objStore)
: x4_resFactory(resFactory), xcc_simplePool(objStore) {
if (!x4_resFactory) {
m_gameResFactory = std::make_unique<CResFactory>();
x4_resFactory = m_gameResFactory.get();
}
if (!xcc_simplePool) {
m_gameSimplePool = std::make_unique<CSimplePool>(*x4_resFactory);
xcc_simplePool = m_gameSimplePool.get();
}
g_ResFactory = x4_resFactory;
g_SimplePool = xcc_simplePool;
g_CharFactoryBuilder = &xec_charFactoryBuilder;
g_AiFuncMap = &x110_aiFuncMap;
x134_gameState = std::make_unique<CGameState>();
g_GameState = x134_gameState.get();
g_TweakManager = &x150_tweakManager;
}
~CGameGlobalObjects();
void PostInitialize();
void ResetGameState() {
x134_gameState = std::make_unique<CGameState>();
g_GameState = x134_gameState.get();
}
void StreamInGameState(CInputStream& stream, u32 saveIdx) {
x134_gameState = std::make_unique<CGameState>(stream, saveIdx);
g_GameState = x134_gameState.get();
}
};
class CGameArchitectureSupport {
friend class CMain;
CMain& m_parent;
CArchitectureQueue x4_archQueue;
CAudioSys x0_audioSys;
CInputGenerator x30_inputGenerator;
CGuiSys x44_guiSys;
CIOWinManager x58_ioWinManager;
s32 x78_gameFrameCount = 0;
enum class EAudioLoadStatus { Loading, Loaded, Uninitialized };
EAudioLoadStatus x88_audioLoadStatus = EAudioLoadStatus::Uninitialized;
std::vector<TToken<CAudioGroupSet>> x8c_pendingAudioGroups;
aurora::WindowSize m_windowRect;
bool m_rectIsDirty = false;
void destroyed() { x4_archQueue.Push(MakeMsg::CreateRemoveAllIOWins(EArchMsgTarget::IOWinManager)); }
void resized(const aurora::WindowSize& rect) {
m_windowRect = rect;
m_rectIsDirty = true;
}
public:
CGameArchitectureSupport(CMain& parent, boo::IAudioVoiceEngine* voiceEngine, amuse::IBackendVoiceAllocator& backend);
~CGameArchitectureSupport();
void mouseDown(const SWindowCoord& coord, EMouseButton button, EModifierKey mods) {
x30_inputGenerator.mouseDown(coord, button, mods);
}
void mouseUp(const SWindowCoord& coord, EMouseButton button, EModifierKey mods) {
x30_inputGenerator.mouseUp(coord, button, mods);
}
void mouseMove(const SWindowCoord& coord) { x30_inputGenerator.mouseMove(coord); }
void scroll(const SWindowCoord& coord, const SScrollDelta& scroll) { x30_inputGenerator.scroll(coord, scroll); }
void charKeyDown(uint8_t charCode, aurora::ModifierKey mods, bool isRepeat);
void charKeyUp(uint8_t charCode, aurora::ModifierKey mods) { x30_inputGenerator.charKeyUp(charCode, mods); }
void specialKeyDown(aurora::SpecialKey key, aurora::ModifierKey mods, bool isRepeat);
void specialKeyUp(aurora::SpecialKey key, aurora::ModifierKey mods);
void modKeyDown(aurora::ModifierKey mod, bool isRepeat) { x30_inputGenerator.modKeyDown(mod, isRepeat); }
void modKeyUp(aurora::ModifierKey mod) { x30_inputGenerator.modKeyUp(mod); }
void PreloadAudio();
bool LoadAudio();
void UnloadAudio();
void UpdateTicks(float dt);
void Update(float dt);
void Draw();
bool isRectDirty() const { return m_rectIsDirty; }
const aurora::WindowSize& getWindowRect() {
m_rectIsDirty = false;
return m_windowRect;
}
CIOWinManager& GetIOWinManager() { return x58_ioWinManager; }
};
class CMain : public IMain {
friend class CGameArchitectureSupport;
private:
struct BooSetter {
BooSetter();
} m_booSetter;
// COsContext x0_osContext;
// CMemorySys x6c_memSys;
CTweaks x70_tweaks;
EGameplayResult xe4_gameplayResult;
double xe8_;
rstl::reserved_vector<float, 4> xf0_;
rstl::reserved_vector<float, 4> x104_;
float x118_;
float x11c_;
float x120_;
float x124_;
std::unique_ptr<CGameGlobalObjects> x128_globalObjects;
EClientFlowStates x12c_flowState = EClientFlowStates::Default;
rstl::reserved_vector<u32, 10> x130_{{
1000000,
1000000,
1000000,
1000000,
1000000,
1000000,
1000000,
1000000,
1000000,
1000000,
}};
// u32 x15c_ = 0;
bool x160_24_finished : 1 = false;
bool x160_25_mfGameBuilt : 1 = false;
bool x160_26_screenFading : 1 = false;
bool x160_27_ : 1 = false;
bool x160_28_manageCard : 1 = false;
bool x160_29_ : 1 = false;
bool x160_30_ : 1 = false;
bool x160_31_cardBusy : 1 = false;
bool x161_24_gameFrameDrawn : 1 = false;
std::unique_ptr<CGameArchitectureSupport> x164_archSupport;
// boo::IWindow* m_mainWindow = nullptr;
CVarManager* m_cvarMgr = nullptr;
std::unique_ptr<CVarCommons> m_cvarCommons;
// std::unique_ptr<Console> m_console;
// Warmup state
std::vector<SObjectTag> m_warmupTags;
std::vector<SObjectTag>::iterator m_warmupIt;
bool m_needsWarmupClear = false;
bool m_loadedPersistentResources = false;
bool m_doQuit = false;
bool m_paused = false;
MetaforceVersionInfo m_version;
void InitializeSubsystems();
static void InitializeDiscord();
static void ShutdownDiscord();
static void HandleDiscordReady(const DiscordUser* request);
static void HandleDiscordDisconnected(int errorCode, const char* message);
static void HandleDiscordErrored(int errorCode, const char* message);
public:
CMain(IFactory* resFactory, CSimplePool* resStore);
void RegisterResourceTweaks();
void AddWorldPaks();
void AddOverridePaks();
void ResetGameState();
void StreamNewGameState(CInputStream&, u32 idx);
void RefreshGameState();
void CheckTweakManagerDebugOptions() {}
void SetMFGameBuilt(bool b) { x160_25_mfGameBuilt = b; }
void SetScreenFading(bool b) { x160_26_screenFading = b; }
bool GetScreenFading() const { return x160_26_screenFading; }
static void UpdateDiscordPresence(CAssetId worldSTRG = {});
// int RsMain(int argc, char** argv, boo::IAudioVoiceEngine* voiceEngine, amuse::IBackendVoiceAllocator&
// backend);
void Init(const FileStoreManager& storeMgr, CVarManager* cvarManager, boo::IAudioVoiceEngine* voiceEngine,
amuse::IBackendVoiceAllocator& backend) override;
void WarmupShaders() override;
bool Proc(float dt) override;
void Draw() override;
void Shutdown() override;
// boo::IWindow* GetMainWindow() const override;
void MemoryCardInitializePump();
bool CheckReset() const { return m_doQuit; }
bool CheckTerminate() const { return m_doQuit; }
void DrawDebugMetrics(double, CStopwatch&) {}
void DoPredrawMetrics() {}
void FillInAssetIDs();
bool LoadAudio();
void ShutdownSubsystems();
EGameplayResult GetGameplayResult() const { return xe4_gameplayResult; }
void SetGameplayResult(EGameplayResult wl) { xe4_gameplayResult = wl; }
void SetManageCard(bool v) { x160_28_manageCard = v; }
bool GetCardBusy() const { return x160_31_cardBusy; }
void SetCardBusy(bool v) { x160_31_cardBusy = v; }
void SetGameFrameDrawn() { x161_24_gameFrameDrawn = true; }
static void EnsureWorldPaksReady();
static void EnsureWorldPakReady(CAssetId mlvl);
EClientFlowStates GetFlowState() const override { return x12c_flowState; }
void SetFlowState(EClientFlowStates s) override { x12c_flowState = s; }
void SetX30(bool v) { x160_30_ = v; }
CGameArchitectureSupport* GetArchSupport() const { return x164_archSupport.get(); }
size_t GetExpectedIdSize() const override { return sizeof(u32); }
bool IsPAL() const override { return m_version.region == ERegion::PAL; }
bool IsJapanese() const override { return m_version.region == ERegion::NTSC_J; }
bool IsUSA() const override { return m_version.region == ERegion::NTSC_U; }
bool IsTrilogy() const override { return m_version.isTrilogy; }
ERegion GetRegion() const override { return m_version.region; }
EGame GetGame() const override { return m_version.game; }
std::string_view GetVersionString() const override { return m_version.version; }
void Quit() override { m_doQuit = true; }
bool IsPaused() const override { return m_paused; }
void SetPaused(bool b) override { m_paused = b; }
int m_warpWorldIdx = -1;
TAreaId m_warpAreaId = 0;
u64 m_warpLayerBits = 0;
std::vector<TEditorId> m_warpMemoryRelays;
};
} // namespace MP1
} // namespace metaforce