mirror of https://github.com/AxioDL/metaforce.git
224 lines
5.4 KiB
C++
224 lines
5.4 KiB
C++
#if _WIN32
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#ifndef NOMINMAX
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#define NOMINMAX
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#endif
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#include <objbase.h>
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#endif
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#include <clocale>
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#include <memory>
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#include <boo/boo.hpp>
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#include <boo/graphicsdev/GL.hpp>
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#include "CBasics.hpp"
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#include "CMemoryCardSys.hpp"
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#include "CResFactory.hpp"
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#include "CSimplePool.hpp"
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#include "Character/CAssetFactory.hpp"
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#include "CAi.hpp"
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#include "CGameState.hpp"
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#include "CInGameTweakManager.hpp"
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#include "Particle/CElementGen.hpp"
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#include "Character/CAnimData.hpp"
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#include "Particle/CDecalManager.hpp"
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#include "Graphics/CBooRenderer.hpp"
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#include "Audio/CAudioSys.hpp"
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#include "Input/CInputGenerator.hpp"
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#include "GuiSys/CGuiSys.hpp"
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#include "CIOWinManager.hpp"
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#include "GuiSys/CSplashScreen.hpp"
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#include "CMainFlow.hpp"
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#include "GuiSys/CConsoleOutputWindow.hpp"
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#include "Audio/CAudioStateWin.hpp"
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#include "GameGlobalObjects.hpp"
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#include "CArchitectureQueue.hpp"
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#include "CMain.hpp"
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#include "CTimeProvider.hpp"
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#include "DataSpec/DNAMP1/Tweaks/CTweakPlayer.hpp"
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#include "DataSpec/DNAMP1/Tweaks/CTweakGame.hpp"
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namespace pshag
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{
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CMemoryCardSys* g_MemoryCardSys = nullptr;
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CResFactory* g_ResFactory = nullptr;
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CSimplePool* g_SimplePool = nullptr;
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CCharacterFactoryBuilder* g_CharFactoryBuilder = nullptr;
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CAiFuncMap* g_AiFuncMap = nullptr;
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CGameState* g_GameState = nullptr;
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CInGameTweakManagerBase* g_TweakManager = nullptr;
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CBooRenderer* g_Renderer = nullptr;
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namespace MP1
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{
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class CMain* g_main = nullptr;
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class CGameGlobalObjects
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{
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CMemoryCardSys m_memoryCardSys;
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CResFactory m_resFactory;
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CSimplePool m_simplePool;
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CCharacterFactoryBuilder m_charFactoryBuilder;
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CAiFuncMap m_aiFuncMap;
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CGameState m_gameState;
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CInGameTweakManager m_tweakManager;
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std::unique_ptr<CBooRenderer> m_renderer;
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void AddPaksAndFactories()
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{
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}
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void LoadStringTable()
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{
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}
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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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: m_simplePool(m_resFactory)
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{
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g_MemoryCardSys = &m_memoryCardSys;
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g_ResFactory = &m_resFactory;
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g_SimplePool = &m_simplePool;
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g_CharFactoryBuilder = &m_charFactoryBuilder;
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g_AiFuncMap = &m_aiFuncMap;
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g_GameState = &m_gameState;
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g_TweakManager = &m_tweakManager;
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}
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void PostInitialize(CMemorySys& memSys)
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{
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AddPaksAndFactories();
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LoadStringTable();
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m_renderer.reset(AllocateRenderer(m_simplePool, memSys, m_resFactory));
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}
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};
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class CGameArchitectureSupport
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{
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CArchitectureQueue m_archQueue;
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CAudioSys m_audioSys;
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CInputGenerator m_inputGenerator;
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CGuiSys m_guiSys;
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CIOWinManager m_ioWinManager;
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CSplashScreen m_splashScreen;
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CMainFlow m_mainFlow;
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CConsoleOutputWindow m_consoleWindow;
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CAudioStateWin m_audioStateWin;
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public:
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CGameArchitectureSupport()
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: m_audioSys(0,0,0,0,0),
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m_inputGenerator(0.0f /*g_tweakPlayer->GetLeftLogicalThreshold()*/,
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0.0f /*g_tweakPlayer->GetRightLogicalThreshold()*/)
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{
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m_inputGenerator.startScanning();
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}
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bool Update()
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{
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bool finished = false;
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return finished;
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}
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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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}
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void CMain::RegisterResourceTweaks()
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{
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}
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void CMain::ResetGameState()
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{
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}
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void CMain::InitializeSubsystems()
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{
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CElementGen::Initialize();
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CAnimData::InitializeCache();
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CDecalManager::Initialize();
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}
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void CMain::AddWorldPaks()
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{
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#if 0
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u32 i = 0;
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while (i <= 255)
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{
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std::string pakName = CBasics::Stringize("%s%i.pak", g_tweakGame->GetWorldPrefix().c_str(), i);
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if (CDvdFile::FileExists(pakName.c_str()))
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g_ResFactory->GetLoader().AddPakFile(pakName, false);
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i++;
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}
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#endif
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}
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void CMain::FillInAssetIDs()
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{
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}
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void CMain::LoadAudio()
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{
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}
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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"));
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mainWindow->showWindow();
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TOneStatic<CGameGlobalObjects> globalObjs;
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InitializeSubsystems();
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globalObjs->PostInitialize(x6c_memSys);
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x70_tweaks.RegisterTweaks();
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AddWorldPaks();
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g_TweakManager->ReadFromMemoryCard("AudioTweaks");
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FillInAssetIDs();
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TOneStatic<CGameArchitectureSupport> archSupport;
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boo::IGraphicsCommandQueue* gfxQ = mainWindow->getCommandQueue();
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float rgba[4] = { 0.5f, 0.5f, 0.5f, 1.0f};
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gfxQ->setClearColor(rgba);
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float time = 0.0f;
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int frame = 0;
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CTimeProvider test(time);
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while (!xe8_b24_finished)
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{
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mainWindow->waitForRetrace();
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xe8_b24_finished = archSupport->Update();
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gfxQ->clearTarget();
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gfxQ->execute();
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time = (frame++) / 60.f;
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//fprintf(stderr, "%f\n", test.x0_currentTime);
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}
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return 0;
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}
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}
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}
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#ifdef _WIN32
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int wmain(int argc, const wchar_t* argv[])
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#else
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int main(int argc, const char* argv[])
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#endif
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{
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#if _WIN32
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CoInitializeEx(nullptr, COINIT_MULTITHREADED);
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#else
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std::setlocale(LC_ALL, "en-US.UTF-8");
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#endif
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LogVisor::RegisterConsoleLogger();
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pshag::TOneStatic<pshag::MP1::CMain> main;
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int ret = boo::ApplicationRun(boo::IApplication::EPlatformType::Auto, *main,
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_S("mp1"), _S("MP1"), argc, argv);
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return ret;
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}
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