metaforce/Runtime/MP1/MP1.hpp

245 lines
7.2 KiB
C++

#ifndef __URDE_MP1_HPP__
#define __URDE_MP1_HPP__
#define MP1_USE_BOO 0
#include "IMain.hpp"
#include "CMemory.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 "Audio/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"
namespace urde
{
class IFactory;
class IObjectStore;
namespace MP1
{
class CGameGlobalObjects
{
CMemoryCardSys x0_memoryCardSys;
IFactory& x4_resFactory;
CSimplePool& xcc_simplePool;
CCharacterFactoryBuilder xec_charFactoryBuilder;
CAiFuncMap x110_aiFuncMap;
CGameState x134_gameState;
CInGameTweakManager x150_tweakManager;
std::unique_ptr<CBooRenderer> m_renderer;
void LoadStringTable()
{
}
static CBooRenderer*
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_MemoryCardSys = &x0_memoryCardSys;
g_ResFactory = &x4_resFactory;
g_SimplePool = &xcc_simplePool;
g_CharFactoryBuilder = &xec_charFactoryBuilder;
g_AiFuncMap = &x110_aiFuncMap;
g_GameState = &x134_gameState;
g_TweakManager = &x150_tweakManager;
}
void PostInitialize()
{
LoadStringTable();
m_renderer.reset(AllocateRenderer(xcc_simplePool, x4_resFactory));
}
};
#if MP1_USE_BOO
class CGameArchitectureSupport : public boo::IWindowCallback
#else
class CGameArchitectureSupport
#endif
{
CArchitectureQueue m_archQueue;
CAudioSys m_audioSys;
CInputGenerator m_inputGenerator;
CGuiSys m_guiSys;
CIOWinManager m_ioWinManager;
boo::SWindowRect m_windowRect;
bool m_rectIsDirty;
void mouseDown(const boo::SWindowCoord &coord, boo::EMouseButton button, boo::EModifierKey mods)
{ m_inputGenerator.mouseDown(coord, button, mods); }
void mouseUp(const boo::SWindowCoord &coord, boo::EMouseButton button, boo::EModifierKey mods)
{ m_inputGenerator.mouseUp(coord, button, mods); }
void mouseMove(const boo::SWindowCoord &coord)
{ m_inputGenerator.mouseMove(coord); }
void scroll(const boo::SWindowCoord &coord, const boo::SScrollDelta &scroll)
{ m_inputGenerator.scroll(coord, scroll); }
void charKeyDown(unsigned long charCode, boo::EModifierKey mods, bool isRepeat)
{ m_inputGenerator.charKeyDown(charCode, mods, isRepeat); }
void charKeyUp(unsigned long charCode, boo::EModifierKey mods)
{ m_inputGenerator.charKeyUp(charCode, mods); }
void specialKeyDown(boo::ESpecialKey key, boo::EModifierKey mods, bool isRepeat)
{ m_inputGenerator.specialKeyDown(key, mods, isRepeat); }
void specialKeyUp(boo::ESpecialKey key, boo::EModifierKey mods)
{ m_inputGenerator.specialKeyUp(key, mods); }
void modKeyDown(boo::EModifierKey mod, bool isRepeat)
{ m_inputGenerator.modKeyDown(mod, isRepeat);}
void modKeyUp(boo::EModifierKey mod)
{ m_inputGenerator.modKeyUp(mod); }
void destroyed() { m_archQueue.Push(std::move(MakeMsg::CreateApplicationExit(EArchMsgTarget::ArchitectureSupport))); }
void resized(const boo::SWindowRect &rect)
{
m_windowRect = rect;
m_rectIsDirty = true;
}
public:
CGameArchitectureSupport(amuse::IBackendVoiceAllocator& backend);
void PreloadAudio();
bool Update();
void Draw();
bool isRectDirty() { return m_rectIsDirty; }
const boo::SWindowRect& getWindowRect()
{
m_rectIsDirty = false;
return m_windowRect;
}
};
#if MP1_USE_BOO
class CMain : public boo::IApplicationCallback, public IMain
#else
class CMain : public IMain
#endif
{
#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;
bool xe8_b24_finished = false;
/* urde addition: these are simply initialized along with everything else */
CGameGlobalObjects x128_globalObjects;
std::unique_ptr<CGameArchitectureSupport> m_archSupport;
EFlowState x12c_flowState = EFlowState::Five;
u32 x130_[10] = { 1000000 };
union
{
struct
{
bool x160_24_ : 1;
bool x160_25_ : 1;
bool x160_26_ : 1;
bool x160_27_ : 1;
bool x160_28_ : 1;
bool x160_29_ : 1;
bool x160_30_ : 1;
bool x160_31_ : 1;
bool x161_24_ : 1;
};
u16 _dummy = 0;
};
u32 x164_ = 0;
void InitializeSubsystems(const hecl::Runtime::FileStoreManager& storeMgr,
boo::IAudioVoiceEngine* voiceEngine);
public:
CMain(IFactory& resFactory, CSimplePool& resStore,
boo::IGraphicsDataFactory* gfxFactory,
boo::IGraphicsCommandQueue* cmdQ,
boo::ITextureR* spareTex);
void RegisterResourceTweaks();
void ResetGameState();
void StreamNewGameState(CInputStream&) {}
void CheckTweakManagerDebugOptions() {}
//int RsMain(int argc, const boo::SystemChar* argv[]);
void Init(const hecl::Runtime::FileStoreManager& storeMgr,
boo::IAudioVoiceEngine* voiceEngine,
amuse::IBackendVoiceAllocator& backend);
bool Proc();
void Draw();
void Shutdown();
bool CheckReset() { return false; }
bool CheckTerminate() {return false;}
void DrawDebugMetrics(double, CStopWatch&) {}
void DoPredrawMetrics() {}
void FillInAssetIDs();
void LoadAudio();
void ShutdownSubsystems() {}
EGameplayResult GetGameplayResult() const {return xe4_gameplayResult;}
void SetGameplayResult(EGameplayResult wl) {xe4_gameplayResult = wl;}
EFlowState GetFlowState() const { return x12c_flowState; }
};
}
}
#endif // __URDE_MP1_HPP__