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engine.h « Main « Source - github.com/WolfireGames/overgrowth.git - Unnamed repository; edit this file 'description' to name the repository.
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//-----------------------------------------------------------------------------
//           Name: engine.h
//      Developer: Wolfire Games LLC
//    Description:
//        License: Read below
//-----------------------------------------------------------------------------
//
//   Copyright 2022 Wolfire Games LLC
//
//   Licensed under the Apache License, Version 2.0 (the "License");
//   you may not use this file except in compliance with the License.
//   You may obtain a copy of the License at
//
//       http://www.apache.org/licenses/LICENSE-2.0
//
//   Unless required by applicable law or agreed to in writing, software
//   distributed under the License is distributed on an "AS IS" BASIS,
//   WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
//   See the License for the specific language governing permissions and
//   limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once

#include <Main/scenegraph.h>

#include <UserInput/input.h>

#include <Graphics/Cursor.h>
#include <Graphics/graphics.h>
#include <Graphics/text.h>
#include <Graphics/font_renderer.h>
#include <Graphics/animationeffectsystem.h>
#include <Graphics/lipsyncsystem.h>

#include <Sound/sound.h>
#include <Sound/threaded_sound_wrapper.h>

#include <Game/avatar_control_manager.h>
#include <Game/savefile.h>
#include <Game/scriptablecampaign.h>

#include <GUI/gui.h>
#include <Asset/assetmanager.h>
#include <Network/asnetwork.h>
#include <Internal/modloading.h>

#include <stack>
#include <iostream>
#include <mutex>

//-----------------------------------------------------------------------------
// Class Definition
//-----------------------------------------------------------------------------

struct ShadowUpdate;
class ScriptableUI;
class MovementObject;
struct SDL_Keysym;
class MapEditor;
class Timer;
class ProfilerContext;
class Multiplayer;

extern bool shadow_cache_dirty;
extern bool shadow_cache_dirty_sun_moved;

extern bool g_draw_collision;

static const int kMaxLevelHistory = 10;

enum EngineStateType {
    kEngineNoState = 0,
    kEngineLevelState,
    kEngineEditorLevelState,
    kEngineScriptableUIState,
    kEngineCampaignState  // Mid stat stack injection to indicate what campaign we are currently in.
};

const char* CStrEngineStateType(const EngineStateType& state);

void SaveCollisionNormals(const SceneGraph* scenegraph);
void LoadCollisionNormals(SceneGraph* scenegraph);

void PushGPUProfileRange(const char* cstr);
void PopGPUProfileRange();

class EngineState {
   public:
    EngineState();
    EngineState(std::string id, EngineStateType _type);
    EngineState(std::string id, EngineStateType _type, Path _path);
    EngineState(std::string id, ScriptableCampaign* campaign, Path _path);

    EngineStateType type;

    bool pop_past;
    std::string id;
    Path path;
    ReferenceCounter<ScriptableCampaign> campaign;
};

enum EngineStateActionType {
    kEngineStateActionPushState,
    kEngineStateActionPopState,
    kEngineStateActionPopUntilType,
    kEngineStateActionPopUntilID
};
enum ForcedSplitScreenMode {
    kForcedModeNone,
    kForcedModeFull,
    kForcedModeSplit
};

class EngineStateAction {
   public:
    bool allow_game_exit;
    EngineState state;
    EngineStateActionType type;
};

std::ostream& operator<<(std::ostream& out, const EngineState& in);

class Engine : public ModLoadingCallback {
   public:
    enum DrawingViewport { kViewport,
                           kScreen };
    enum PostEffectsType { kStraight,
                           kFinal };

    void Initialize();
    void GetShaderNames(std::map<std::string, int>& preload_shaders);
    void Update();
    void Draw();
    void Dispose();

    static Engine* Instance();

    ThreadedSound* GetSound();
    AssetManager* GetAssetManager();
    AnimationEffectSystem* GetAnimationEffectSystem();
    LipSyncSystem* GetLipSyncSystem();
    ASNetwork* GetASNetwork();
    SceneGraph* GetSceneGraph();

    bool IsStateQueued();
    void QueueState(const EngineState& state);
    void QueueState(const EngineStateAction& action);

    void QueueErrorMessage(const std::string& title, const std::string& message);

    void AddLevelPathToRecentLevels(const Path& level_path);  // TODO: Expose some Save state to queue instead?

    void GetAvatarIds(std::vector<ObjectID>& avatars);

    /**
     * @brief function called when the "back" button is pushed,
     * commonly escape on keyboard or b on controller.
     * Depending on the current state this might be ignored
     * or propagated into the current state's script.
     */
    void PopQueueStateStack(bool allow_game_exit);

   private:
    void LoadLevel(Path queued_level);
    void PreloadAssets(const Path& level_path);
    void LoadLevelData(const Path& level_path);

    bool back_to_menu;  // Used after cache generation to queue up the state
    std::vector<Path> cache_generation_paths;
    void QueueLevelCacheGeneration(const Path& path);

    ForcedSplitScreenMode forced_split_screen_mode;

   public:
    void GenerateLevelCache(ModInstance* mod_instance);

    void HandleRabbotToggleControls();

    void ClearArenaSession();

    void ClearLoadedLevel();
    static void StaticScriptableUICallback(void* instance, const std::string& level);
    void ScriptableUICallback(const std::string& level);
    static void NewLevel();

    void SetForcedSplitScreenMode(ForcedSplitScreenMode mode) { forced_split_screen_mode = mode; }
    bool GetSplitScreen() const;

    bool quitting_;
    bool paused;
    bool user_paused;
    bool menu_paused;
    bool slow_motion;
    bool check_save_level_changes_dialog_is_showing;
    bool check_save_level_changes_dialog_quit_if_not_cancelled;
    bool check_save_level_changes_dialog_is_finished;
    bool check_save_level_changes_last_result;
    int current_menu_player;
    std::string current_spawner_thumbnail;
    TextureAssetRef spawner_thumbnail;

    TextureAssetRef loading_screen_logo;
    TextureAssetRef loading_screen_og_logo;

    TextureAssetRef loading_screen_og_logo_casual;
    TextureAssetRef loading_screen_og_logo_hardcore;
    TextureAssetRef loading_screen_og_logo_expert;

    bool level_has_screenshot;
    TextureAssetRef level_screenshot;
    uint32_t first_level_drawn;

    SaveFile save_file_;
    GUI gui;
    EngineState current_engine_state_;

    std::map<std::string, std::string> interlevel_data;

    vec2 active_screen_start;
    vec2 active_screen_end;

    Path GetLatestMenuPath();
    Path GetLatestLevelPath();

    ScriptableCampaign* GetCurrentCampaign();
    std::string GetCurrentLevelID();
    char load_screen_tip[kPathSize];
    bool waiting_for_input_;

    std::deque<EngineState> state_history;

    void CommitPause();

    uint64_t draw_frame;

    bool loading_in_progress_;

   private:
    Path latest_level_path_;
    Path latest_menu_path_;

    void QueueLevelToLoad(const Path& level);

    static Engine* instance_;

    std::deque<EngineStateAction> queued_engine_state_;
    std::deque<std::tuple<std::string, std::string>> popup_pueue;
#ifdef WIN32
    HANDLE data_change_notification;
    HANDLE write_change_notification;
#endif
    GameCursor cursor;
    ThreadedSound sound;
    AssetManager asset_manager;
    AnimationEffectSystem particle_types;
    LipSyncSystem lip_sync_system;
    ASNetwork as_network;
    FontRenderer font_renderer;

    int started_loading_time;
    int last_loading_input_time;
    int level_updated_;
    SceneGraph* scenegraph_;
    static const int kFPSLabelMaxLen = 64;
    char fps_label_str[kFPSLabelMaxLen];
    char frame_time_label_str[kFPSLabelMaxLen];

    // Used for loading thread to tell main thread if it is done
    std::mutex loading_mutex_;
    float finished_loading_time;

    ScriptableUI* scriptable_menu_;

    Path queued_level_;
    bool level_loaded_;

    // These are just members to avoid mallocs
   public:
    static const int kMaxAvatars = 64;
    int num_avatars;
    int num_npc_avatars;
    int avatar_ids[kMaxAvatars];
    int npc_avatar_ids[kMaxAvatars];

   private:
    // Countdown value used to delay massively frequent resizing requests.
    int resize_event_frame_counter;
    ivec2 resize_value;

    float current_global_scale_mult;

    uint64_t frame_counter;

    bool printed_rendering_error_message;

    AvatarControlManager avatar_control_manager;

   public:
    void DrawScene(DrawingViewport drawing_viewport, PostEffectsType post_effects_type, SceneGraph::SceneDrawType scene_draw_type);

   private:
    void SetViewportForCamera(int which_cam, int num_screens, Graphics::ScreenType screen_type);

    void LoadScreenLoop(bool loading_in_progress);
    void DrawLoadScreen(bool loading_in_progress);

    void LoadConfigFile();

    void UpdateControls(float timestep, bool loading_screen);

    void DrawCubeMap(TextureRef cube_map, const vec3& pos, GLuint cube_map_fbo, SceneGraph::SceneDrawType scene_draw_type);

    void ModActivationChange(const ModInstance* mod) override;

   public:
    void InjectWindowResizeEvent(ivec2 size);
    void SetGameSpeed(float val, bool hard);

    bool RequestedInterruptLoading();
};