mirror of https://github.com/AxioDL/metaforce.git
268 lines
7.9 KiB
C++
268 lines
7.9 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 "MP1.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 urde
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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 x0_memoryCardSys;
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CResFactory x20_resFactory;
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CSimplePool x114_simplePool;
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CCharacterFactoryBuilder x14c_charFactoryBuilder;
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CAiFuncMap x188_aiFuncMap;
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CGameState x1a8_gameState;
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CInGameTweakManager x1c0_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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: x114_simplePool(x20_resFactory)
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{
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g_MemoryCardSys = &x0_memoryCardSys;
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g_ResFactory = &x20_resFactory;
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g_SimplePool = &x114_simplePool;
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g_CharFactoryBuilder = &x14c_charFactoryBuilder;
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g_AiFuncMap = &x188_aiFuncMap;
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g_GameState = &x1a8_gameState;
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g_TweakManager = &x1c0_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(x114_simplePool, memSys, x20_resFactory));
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}
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};
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class CGameArchitectureSupport : public boo::IWindowCallback
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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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boo::SWindowRect m_windowRect;
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bool m_rectIsDirty;
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void mouseDown(const boo::SWindowCoord &coord, boo::EMouseButton button, boo::EModifierKey mods)
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{ m_inputGenerator.mouseDown(coord, button, mods); }
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void mouseUp(const boo::SWindowCoord &coord, boo::EMouseButton button, boo::EModifierKey mods)
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{ m_inputGenerator.mouseUp(coord, button, mods); }
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void mouseMove(const boo::SWindowCoord &coord)
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{ m_inputGenerator.mouseMove(coord); }
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void scroll(const boo::SWindowCoord &coord, const boo::SScrollDelta &scroll)
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{ m_inputGenerator.scroll(coord, scroll); }
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void charKeyDown(unsigned long charCode, boo::EModifierKey mods, bool isRepeat)
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{ m_inputGenerator.charKeyDown(charCode, mods, isRepeat); }
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void charKeyUp(unsigned long charCode, boo::EModifierKey mods)
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{ m_inputGenerator.charKeyUp(charCode, mods); }
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void specialKeyDown(boo::ESpecialKey key, boo::EModifierKey mods, bool isRepeat)
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{ m_inputGenerator.specialKeyDown(key, mods, isRepeat); }
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void specialKeyUp(boo::ESpecialKey key, boo::EModifierKey mods)
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{ m_inputGenerator.specialKeyUp(key, mods); }
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void modKeyDown(boo::EModifierKey mod, bool isRepeat)
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{ m_inputGenerator.modKeyDown(mod, isRepeat);}
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void modKeyUp(boo::EModifierKey mod)
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{ m_inputGenerator.modKeyUp(mod); }
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void destroyed() { m_archQueue.Push(std::move(MakeMsg::CreateApplicationExit(EArchMsgTarget::ArchitectureSupport))); }
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void resized(const boo::SWindowRect &rect)
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{
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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()
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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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m_inputGenerator.Update(1.0 / 60.0, m_archQueue);
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while(m_archQueue)
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{
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CArchitectureMessage msg = m_archQueue.Pop();
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if (msg.GetTarget() == EArchMsgTarget::ArchitectureSupport)
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{
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if (msg.GetType() == EArchMsgType::ApplicationExit)
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finished = true;
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}
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if (msg.GetTarget() == EArchMsgTarget::Game && msg.GetType() == EArchMsgType::UserInput)
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{
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const CArchMsgParmUserInput* input = msg.GetParm<CArchMsgParmUserInput>();
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if (input->x4_parm.DStart())
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m_archQueue.Push(std::move(MakeMsg::CreateApplicationExit(EArchMsgTarget::ArchitectureSupport)));
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}
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}
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return finished;
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}
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bool isRectDirty() { return m_rectIsDirty; }
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const boo::SWindowRect& getWindowRect()
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{
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m_rectIsDirty = false;
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return m_windowRect;
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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"), 1);
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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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mainWindow->setCallback(archSupport.GetAllocSpace());
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boo::IGraphicsCommandQueue* gfxQ = mainWindow->getCommandQueue();
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boo::SWindowRect windowRect = mainWindow->getWindowFrame();
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boo::ITextureR* renderTex = mainWindow->getMainContextDataFactory()->newRenderTexture(windowRect.size[0], windowRect.size[1], true, true);
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float rgba[4] = { 0.2f, 0.2f, 0.2f, 1.0f};
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gfxQ->setClearColor(rgba);
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while (!xe8_b24_finished)
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{
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xe8_b24_finished = archSupport->Update();
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if (archSupport->isRectDirty())
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{
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const boo::SWindowRect& windowRect = archSupport->getWindowRect();
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gfxQ->resizeRenderTexture(renderTex,
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windowRect.size[0],
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windowRect.size[1]);
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}
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gfxQ->setRenderTarget(renderTex);
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gfxQ->clearTarget();
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gfxQ->resolveDisplay(renderTex);
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gfxQ->execute();
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mainWindow->waitForRetrace();
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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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