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