metaforce/Runtime/MP1/MP1.hpp

317 lines
9.6 KiB
C++

#ifndef __URDE_MP1_HPP__
#define __URDE_MP1_HPP__
#define MP1_USE_BOO 0
#include "IMain.hpp"
#include "CTweaks.hpp"
#include "CPlayMovie.hpp"
#include "IOStreams.hpp"
#include "CBasics.hpp"
#include "CMemoryCardSys.hpp"
#include "CResFactory.hpp"
#include "CSimplePool.hpp"
#include "Character/CAssetFactory.hpp"
#include "World/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/CErrorOutputWindow.hpp"
#include "GuiSys/CTextParser.hpp"
#include "CAudioStateWin.hpp"
#include "GameGlobalObjects.hpp"
#include "CArchitectureQueue.hpp"
#include "CTimeProvider.hpp"
#include "GuiSys/CTextExecuteBuffer.hpp"
#include "DataSpec/DNAMP1/Tweaks/CTweakPlayer.hpp"
#include "DataSpec/DNAMP1/Tweaks/CTweakGame.hpp"
#include "World/CScriptMazeNode.hpp"
namespace urde
{
class IFactory;
class IObjectStore;
namespace MP1
{
class CMain;
class CGameGlobalObjects
{
friend class CMain;
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;
void LoadStringTable()
{
x13c_mainStringTable = g_SimplePool->GetObj("STRG_Main");
g_MainStringTable = x13c_mainStringTable.GetObj();
}
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)
{
g_ResFactory = &x4_resFactory;
g_SimplePool = &xcc_simplePool;
g_CharFactoryBuilder = &xec_charFactoryBuilder;
g_AiFuncMap = &x110_aiFuncMap;
x134_gameState.reset(new CGameState());
g_GameState = x134_gameState.get();
g_TweakManager = &x150_tweakManager;
}
void PostInitialize()
{
LoadStringTable();
m_renderer.reset(AllocateRenderer(xcc_simplePool, x4_resFactory));
CScriptMazeNode::LoadMazeSeeds();
}
void ResetGameState()
{
x134_gameState.reset(new CGameState());
g_GameState = x134_gameState.get();
}
};
#if MP1_USE_BOO
class CGameArchitectureSupport : public boo::IWindowCallback
#else
class CGameArchitectureSupport
#endif
{
CMain& m_parent;
CArchitectureQueue x4_archQueue;
CAudioSys x0_audioSys;
CInputGenerator x30_inputGenerator;
CGuiSys x44_guiSys;
CIOWinManager x58_ioWinManager;
s32 x78_gameFrameCount;
enum class EAudioLoadStatus
{
Loading,
Loaded,
Uninitialized
};
EAudioLoadStatus x88_audioLoadStatus = EAudioLoadStatus::Uninitialized;
std::vector<TToken<CAudioGroupSet>> x8c_pendingAudioGroups;
boo::SWindowRect m_windowRect;
bool m_rectIsDirty;
void destroyed() { x4_archQueue.Push(MakeMsg::CreateApplicationExit(EArchMsgTarget::ArchitectureSupport)); }
void resized(const boo::SWindowRect &rect)
{
m_windowRect = rect;
m_rectIsDirty = true;
}
public:
CGameArchitectureSupport(CMain& parent,
boo::IAudioVoiceEngine* voiceEngine,
amuse::IBackendVoiceAllocator& backend);
~CGameArchitectureSupport();
void mouseDown(const boo::SWindowCoord &coord, boo::EMouseButton button, boo::EModifierKey mods)
{ x30_inputGenerator.mouseDown(coord, button, mods); }
void mouseUp(const boo::SWindowCoord &coord, boo::EMouseButton button, boo::EModifierKey mods)
{ x30_inputGenerator.mouseUp(coord, button, mods); }
void mouseMove(const boo::SWindowCoord &coord)
{ x30_inputGenerator.mouseMove(coord); }
void scroll(const boo::SWindowCoord &coord, const boo::SScrollDelta &scroll)
{ x30_inputGenerator.scroll(coord, scroll); }
void charKeyDown(unsigned long charCode, boo::EModifierKey mods, bool isRepeat)
{ x30_inputGenerator.charKeyDown(charCode, mods, isRepeat); }
void charKeyUp(unsigned long charCode, boo::EModifierKey mods)
{ x30_inputGenerator.charKeyUp(charCode, mods); }
void specialKeyDown(boo::ESpecialKey key, boo::EModifierKey mods, bool isRepeat)
{ x30_inputGenerator.specialKeyDown(key, mods, isRepeat); }
void specialKeyUp(boo::ESpecialKey key, boo::EModifierKey mods)
{ x30_inputGenerator.specialKeyUp(key, mods); }
void modKeyDown(boo::EModifierKey mod, bool isRepeat)
{ x30_inputGenerator.modKeyDown(mod, isRepeat);}
void modKeyUp(boo::EModifierKey mod)
{ x30_inputGenerator.modKeyUp(mod); }
void PreloadAudio();
bool LoadAudio();
void UnloadAudio();
void UpdateTicks();
void Update();
void Draw();
bool isRectDirty() { return m_rectIsDirty; }
const boo::SWindowRect& getWindowRect()
{
m_rectIsDirty = false;
return m_windowRect;
}
CIOWinManager& GetIOWinManager() { return x58_ioWinManager; }
};
#if MP1_USE_BOO
class CMain : public boo::IApplicationCallback, public IMain
#else
class CMain : public IMain
#endif
{
friend class CGameArchitectureSupport;
#if MP1_USE_BOO
boo::IWindow* mainWindow;
int appMain(boo::IApplication* app);
void appQuitting(boo::IApplication*)
{ xe8_b24_finished = true; }
void appFilesOpen(boo::IApplication*, const std::vector<std::string>& paths)
{
fprintf(stderr, "OPENING: ");
for (const std::string& path : paths)
fprintf(stderr, "%s ", path.c_str());
fprintf(stderr, "\n");
}
#endif
private:
struct BooSetter
{
BooSetter(boo::IGraphicsDataFactory* factory,
boo::IGraphicsCommandQueue* cmdQ,
boo::ITextureR* spareTex);
} m_booSetter;
//CMemorySys x6c_memSys;
CTweaks x70_tweaks;
EGameplayResult xe4_gameplayResult;
/* urde addition: these are simply initialized along with everything else */
CGameGlobalObjects x128_globalObjects;
EFlowState x12c_flowState = EFlowState::Default;
u32 x130_[10] = { 1000000 };
union
{
struct
{
bool x160_24_finished : 1;
bool x160_25_mfGameBuilt : 1;
bool x160_26_screenFading : 1;
bool x160_27_ : 1;
bool x160_28_manageCard : 1;
bool x160_29_ : 1;
bool x160_30_ : 1;
bool x160_31_cardBusy : 1;
bool x161_24_gameFrameDrawn : 1;
};
u16 _dummy = 0;
};
std::unique_ptr<CGameArchitectureSupport> x164_archSupport;
boo::IWindow* m_mainWindow = nullptr;
// Warmup state
std::vector<SObjectTag> m_warmupTags;
std::vector<SObjectTag>::iterator m_warmupIt;
void InitializeSubsystems(const hecl::Runtime::FileStoreManager& storeMgr);
public:
CMain(IFactory& resFactory, CSimplePool& resStore,
boo::IGraphicsDataFactory* gfxFactory,
boo::IGraphicsCommandQueue* cmdQ,
boo::ITextureR* spareTex);
void RegisterResourceTweaks();
void ResetGameState();
void StreamNewGameState(CBitStreamReader&, u32 idx);
void CheckTweakManagerDebugOptions() {}
void SetMFGameBuilt(bool b) { x160_25_mfGameBuilt = b; }
void SetScreenFading(bool b) { x160_26_screenFading = b; }
//int RsMain(int argc, const boo::SystemChar* argv[]);
void Init(const hecl::Runtime::FileStoreManager& storeMgr,
boo::IWindow* window,
boo::IAudioVoiceEngine* voiceEngine,
amuse::IBackendVoiceAllocator& backend);
void WarmupShaders();
bool Proc();
void Draw();
void Shutdown();
boo::IWindow* GetMainWindow() const;
void MemoryCardInitializePump()
{
if (!g_MemoryCardSys)
{
std::unique_ptr<CMemoryCardSys>& memSys = x128_globalObjects.x0_memoryCardSys;
if (!memSys)
memSys.reset(new CMemoryCardSys());
if (memSys->InitializePump())
{
g_MemoryCardSys = memSys.get();
g_GameState->InitializeMemoryStates();
}
}
}
bool CheckReset() { return false; }
bool CheckTerminate() { return false; }
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);
EFlowState GetFlowState() const { return x12c_flowState; }
void SetFlowState(EFlowState s) { x12c_flowState = s; }
void SetX30(bool v) { x160_30_ = v; }
CGameArchitectureSupport* GetArchSupport() const { return x164_archSupport.get(); }
size_t GetExpectedIdSize() const { return sizeof(u32); }
};
}
}
#endif // __URDE_MP1_HPP__