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openrw/rwgame/RWGame.hpp

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#ifndef _RWGAME_HPP_
#define _RWGAME_HPP_
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#include <core/Logger.hpp>
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#include <engine/GameData.hpp>
#include <engine/GameWorld.hpp>
#include <render/GameRenderer.hpp>
#include <script/ScriptMachine.hpp>
#include <chrono>
#include "game.hpp"
#include "GameConfig.hpp"
#include "GameWindow.hpp"
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#include "SDL.h"
class PlayerController;
class RWGame
{
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Logger log;
GameConfig config {"openrw.ini"};
GameState* state = nullptr;
GameData* data = nullptr;
GameWorld* world = nullptr;
// must be allocated after Logger setup.
GameRenderer* renderer = nullptr;
ScriptMachine* script = nullptr;
GameWindow *window = nullptr;
// Background worker
WorkContext *work = nullptr;
std::chrono::steady_clock clock;
std::chrono::steady_clock::time_point last_clock_time;
bool inFocus = true;
ViewCamera lastCam, nextCam;
bool showDebugStats = false;
bool showDebugPaths = false;
bool showDebugPhysics = false;
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int lastDraws; /// Number of draws issued for the last frame.
float accum = 0.f;
float timescale = 1.f;
public:
RWGame(int argc, char* argv[]);
~RWGame();
int run();
/**
* Initalizes a new game
*/
void newGame();
GameState* getState() const
{
return state;
}
GameWorld* getWorld() const
{
return world;
}
GameData* getGameData() const
{
return data;
}
GameRenderer* getRenderer() const
{
return renderer;
}
GameWindow& getWindow()
{
return *window;
}
ScriptMachine* getScript() const
{
return script;
}
const GameConfig& getConfig() const
{
return config;
}
bool hitWorldRay(glm::vec3 &hit, glm::vec3 &normal, GameObject** object = nullptr)
{
auto vc = nextCam;
glm::vec3 from(vc.position.x, vc.position.y, vc.position.z);
glm::vec3 tmp = vc.rotation * glm::vec3(1000.f, 0.f, 0.f);
return hitWorldRay(from, tmp, hit, normal, object);
}
bool hitWorldRay(const glm::vec3 &start, const glm::vec3 &direction, glm::vec3 &hit, glm::vec3 &normal, GameObject **object = nullptr)
{
auto from = btVector3(start.x, start.y, start.z);
auto to = btVector3(start.x+direction.x, start.y+direction.y, start.z+direction.z);
btCollisionWorld::ClosestRayResultCallback ray(from, to);
world->dynamicsWorld->rayTest(from, to, ray);
if( ray.hasHit() )
{
hit = glm::vec3(ray.m_hitPointWorld.x(), ray.m_hitPointWorld.y(),
ray.m_hitPointWorld.z());
normal = glm::vec3(ray.m_hitNormalWorld.x(), ray.m_hitNormalWorld.y(),
ray.m_hitNormalWorld.z());
if(object) {
*object = static_cast<GameObject*>(ray.m_collisionObject->getUserPointer());
}
return true;
}
return false;
}
void startScript(const std::string& name);
bool hasFocus() const { return inFocus; }
void saveGame(const std::string& savename);
void loadGame(const std::string& savename);
/** shortcut for getWorld()->state.player->getCharacter() */
PlayerController* getPlayer();
private:
void tick(float dt);
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void render(float alpha, float dt);
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void renderDebugStats(float time, Renderer::ProfileInfo& worldRenderTime);
void renderDebugPaths(float time);
void renderProfile();
void globalKeyEvent(const SDL_Event& event);
};
#endif