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openrw/rwgame/main.cpp

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#define GLEW_STATIC
#include <GL/glew.h>
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#include <engine/GameWorld.hpp>
#include <loaders/LoaderDFF.hpp>
#include <render/DebugDraw.hpp>
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#include <render/Model.hpp>
#include <objects/GTACharacter.hpp>
#include <objects/GTAVehicle.hpp>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
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#include "menustate.hpp"
#include <SFML/Graphics.hpp>
#include <memory>
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#include <sstream>
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#include <iomanip>
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#include <getopt.h>
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#include "game.hpp"
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#define ENV_GAME_PATH_NAME ("OPENRW_GAME_PATH")
constexpr int WIDTH = 800,
HEIGHT = 600;
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sf::RenderWindow window;
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GameWorld* gta = nullptr;
GTACharacter* player = nullptr;
DebugDraw* debugDrawer = nullptr;
bool inFocus = false;
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int debugMode = 0;
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sf::Font font;
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bool showControls = false;
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glm::vec3 viewPosition;
glm::vec2 viewAngles;
void setViewParameters(const glm::vec3 &center, const glm::vec2 &angles)
{
viewPosition = center;
viewAngles = angles;
}
sf::Window& getWindow()
{
return window;
}
GameWorld* getWorld()
{
return gta;
}
sf::Font& getFont()
{
return font;
}
void setPlayerCharacter(GTACharacter *playerCharacter)
{
player = playerCharacter;
}
GTACharacter* getPlayerCharacter()
{
return player;
}
bool hitWorldRay(glm::vec3 &hit, glm::vec3 &normal, GameObject** object)
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{
glm::mat4 view;
view = glm::rotate(view, -90.f, glm::vec3(1, 0, 0));
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view = glm::rotate(view, viewAngles.y, glm::vec3(1, 0, 0));
view = glm::rotate(view, viewAngles.x, glm::vec3(0, 0, 1));
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glm::vec3 dir = glm::inverse(glm::mat3(view)) * glm::vec3(0.f, 0.f, 1.f) * -50.f;
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auto from = btVector3(viewPosition.x, viewPosition.y, viewPosition.z);
auto to = btVector3(viewPosition.x+dir.x, viewPosition.y+dir.y, viewPosition.z+dir.z);
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btCollisionWorld::ClosestRayResultCallback ray(from, to);
gta->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());
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if(object) {
*object = static_cast<GameObject*>(ray.m_collisionObject->getUserPointer());
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}
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return true;
}
return false;
}
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bool hitWorldRay(const glm::vec3 &start, const glm::vec3 &direction, glm::vec3 &hit, glm::vec3 &normal, GameObject **object)
{
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);
gta->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;
}
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// Commands.
std::map<std::string, std::function<void (std::string)>> Commands = {
{"pedestrian-vehicle",
[&](std::string) {
glm::vec3 hit, normal;
if(hitWorldRay(hit, normal)) {
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auto ped = gta->createPedestrian(2, hit+glm::vec3(0.f,10.f,0.f));
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// Pick random vehicle.
auto it = gta->vehicleTypes.begin();
std::uniform_int_distribution<int> uniform(0, 9);
for(size_t i = 0, n = uniform(gta->randomEngine); i != n; i++) {
it++;
}
auto spawnpos = hit + normal;
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auto vehicle = gta->createVehicle(it->first, spawnpos, glm::quat(glm::vec3(0.f, 0.f, -viewAngles.x * PiOver180)));
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ped->enterVehicle(vehicle, 0);
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}
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}
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},
{"vehicle-test",
[&](std::string) {
glm::vec3 hit, normal;
if(hitWorldRay(hit, normal)) {
glm::vec3 spawnPos = hit + glm::vec3(-5, 0.f, 0.0) + normal;
size_t k = 1;
for(std::map<uint16_t, std::shared_ptr<VehicleData>>::iterator it = gta->vehicleTypes.begin();
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it != gta->vehicleTypes.end(); ++it) {
if(it->first == 140) continue; // get this plane out of here.
gta->createVehicle(it->first, spawnPos);
spawnPos += glm::vec3(5, 0, 0);
if((k++ % 4) == 0) { spawnPos += glm::vec3(-20, -15, 0); }
}
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}
}
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},
{"pedestrian-test",
[&](std::string) {
glm::vec3 hit, normal;
if(hitWorldRay(hit, normal)) {
glm::vec3 spawnPos = hit + glm::vec3(-5, 0.f, 0.0) + normal;
size_t k = 1;
// Spawn every pedestrian.
for(auto it = gta->pedestrianTypes.begin();
it != gta->pedestrianTypes.end(); ++it) {
gta->createPedestrian(it->first, spawnPos);
spawnPos += glm::vec3(2.5, 0, 0);
if((k++ % 6) == 0) { spawnPos += glm::vec3(-15, -2.5, 0); }
}
}
}
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},
{"list-ipl",
[&](std::string) {
for(std::map<std::string, std::string>::iterator it = gta->gameData.iplLocations.begin();
it != gta->gameData.iplLocations.end();
++it) {
gta->logInfo(it->second);
}
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}
},
{"load-ipl",
[&](std::string line) {
if(line.find(' ') != line.npos) {
std::string ipl = line.substr(line.find(' ')+1);
auto iplit = gta->gameData.iplLocations.find(ipl);
if(iplit != gta->gameData.iplLocations.end()) {
gta->logInfo("Loading: " + iplit->second);
gta->loadZone(iplit->second);
gta->placeItems(iplit->second);
}
else {
gta->logInfo("Not found: " + ipl);
}
}
}
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},
/*{"",
[&](std::string) {
}
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}*/
};
void command(const std::string& line)
{
std::string cmd;
if(line.find(' ') != line.npos) {
cmd = line.substr(0, line.find(' '));
}
else {
cmd = line;
}
auto it = Commands.find(cmd);
if(it != Commands.end()) {
it->second(line);
}
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else {
gta->logInfo("Unkown command: " + cmd);
}
}
void handleGlobalEvent(sf::Event &event)
{
switch (event.type) {
case sf::Event::KeyPressed:
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break;
case sf::Event::GainedFocus:
inFocus = true;
break;
case sf::Event::LostFocus:
inFocus = false;
break;
default: break;
}
}
void handleInputEvent(sf::Event &event)
{
switch(event.type) {
case sf::Event::KeyPressed:
switch (event.key.code) {
case sf::Keyboard::P:
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debugMode+=1;
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while(debugMode > 2) debugMode -= 3;
break;
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default: break;
}
break;
case sf::Event::KeyReleased:
switch(event.key.code) {
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default: break;
}
break;
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default: break;
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}
}
void handleCommandEvent(sf::Event &event)
{
switch(event.type) {
case sf::Event::KeyPressed:
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switch (event.key.code) {
case sf::Keyboard::F1:
showControls = !showControls;
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break;
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case sf::Keyboard::F2:
command("pedestrian-vehicle");
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break;
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case sf::Keyboard::F3:
command("player-vehicle");
break;
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case sf::Keyboard::F4:
command("empty-vehicle");
break;
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case sf::Keyboard::F6:
command("vehicle-test");
break;
case sf::Keyboard::F7:
command("pedestrian-test");
break;
case sf::Keyboard::F8:
command("damage-object");
break;
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case sf::Keyboard::F9:
command("object-info");
break;
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case sf::Keyboard::LBracket:
gta->gameTime -= 60.f;
break;
case sf::Keyboard::RBracket:
gta->gameTime += 60.f;
break;
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break;
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default: break;
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}
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default: break;
}
}
void init(std::string gtapath, bool loadWorld)
{
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// GTA GET
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gta = new GameWorld(gtapath);
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// This is harcoded in GTA III for some reason
gta->gameData.loadIMG("/models/gta3");
gta->load();
// Load dynamic object data
gta->gameData.loadDynamicObjects(gtapath + "/data/object.dat");
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// Set time to noon.
gta->gameTime = 12.f * 60.f;
// Loade all of the IDEs.
for(std::map<std::string, std::string>::iterator it = gta->gameData.ideLocations.begin();
it != gta->gameData.ideLocations.end();
++it) {
gta->defineItems(it->second);
}
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if(loadWorld) {
// Load IPLs
for(std::map<std::string, std::string>::iterator it = gta->gameData.iplLocations.begin();
it != gta->gameData.iplLocations.end();
++it) {
gta->loadZone(it->second);
gta->placeItems(it->second);
}
}
debugDrawer = new DebugDraw;
debugDrawer->setShaderProgram(gta->renderer.worldProgram);
debugDrawer->setDebugMode(btIDebugDraw::DBG_DrawWireframe);
gta->dynamicsWorld->setDebugDrawer(debugDrawer);
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std::cout << "Loaded "
<< gta->gameData.models.size() << " models, "
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<< gta->gameData.textures.size() << " textures" << std::endl;
}
void update(float dt)
{
if (inFocus) {
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float qpi = glm::half_pi<float>();
glm::mat4 view;
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view = glm::translate(view, viewPosition);
view = glm::rotate(view, viewAngles.x, glm::vec3(0, 0, 1));
view = glm::rotate(view, viewAngles.y - qpi, glm::vec3(1, 0, 0));
view = glm::inverse(view);
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gta->gameTime += dt;
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gta->renderer.camera.worldPos = viewPosition;
gta->renderer.camera.frustum.view = view;
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// Update all objects.
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for( size_t p = 0; p < gta->pedestrians.size(); ++p) {
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gta->pedestrians[p]->tick(dt);
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if(gta->pedestrians[p]->mHealth <= 0.f) {
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gta->destroyObject(gta->pedestrians[p]);
p--;
}
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}
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for( size_t v = 0; v < gta->vehicleInstances.size(); ++v ) {
gta->vehicleInstances[v]->tick(dt);
if(gta->vehicleInstances[v]->mHealth <= 0.f) {
gta->destroyObject(gta->vehicleInstances[v]);
v--;
}
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}
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gta->dynamicsWorld->stepSimulation(dt, 2, dt);
}
}
void render()
{
// Update aspect ratio..
gta->renderer.camera.frustum.aspectRatio = window.getSize().x / (float) window.getSize().y;
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glEnable(GL_DEPTH_TEST);
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glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
//glEnable(GL_CULL_FACE);
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switch( debugMode ) {
case 0:
gta->renderer.renderWorld();
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break;
case 1: {
gta->renderer.renderWorld();
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glUseProgram(gta->renderer.worldProgram);
glm::mat4 proj = gta->renderer.camera.frustum.projection();
glm::mat4 view = gta->renderer.camera.frustum.view;
glUniformMatrix4fv(gta->renderer.uniView, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(gta->renderer.uniProj, 1, GL_FALSE, glm::value_ptr(proj));
gta->renderer.renderPaths();
break;
}
case 2: {
glUseProgram(gta->renderer.worldProgram);
glm::mat4 proj = gta->renderer.camera.frustum.projection();
glm::mat4 view = gta->renderer.camera.frustum.view;
glUniformMatrix4fv(gta->renderer.uniView, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(gta->renderer.uniProj, 1, GL_FALSE, glm::value_ptr(proj));
gta->dynamicsWorld->debugDrawWorld();
debugDrawer->drawAllLines();
break;
}
}
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window.resetGLStates();
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std::stringstream ss;
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ss << std::setfill('0') << "Time: " << std::setw(2) << gta->getHour()
<< ":" << std::setw(2) << gta->getMinute() << std::endl;
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ss << "Game Time: " << gta->gameTime << std::endl;
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ss << "Camera: " << viewPosition.x << " " << viewPosition.y << " " << viewPosition.z << std::endl;
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if(showControls) {
ss << "F1 - Toggle Help" << std::endl;
ss << "F2 - Create Vehicle (with driver)" << std::endl;
ss << "F3 - Create Vehicle (with player)" << std::endl;
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ss << "F4 - Create Vehicle (empty)" << std::endl;
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ss << "F6 - Create all Vehicles" << std::endl;
ss << "F7 - Create all Pedestrians" << std::endl;
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ss << "F9 - Display Object Information" << std::endl;
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}
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sf::Text text(ss.str(), font, 15);
text.setPosition(10, 10);
window.draw(text);
while( gta->log.size() > 0 && gta->log.front().time + 10.f < gta->gameTime ) {
gta->log.pop_front();
}
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sf::Vector2f tpos(10.f, window.getSize().y - 30.f);
text.setCharacterSize(15);
for(auto it = gta->log.begin(); it != gta->log.end(); ++it) {
text.setString(it->message);
switch(it->type) {
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case GameWorld::LogEntry::Error:
text.setColor(sf::Color::Red);
break;
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case GameWorld::LogEntry::Warning:
text.setColor(sf::Color::Yellow);
break;
default:
text.setColor(sf::Color::White);
break;
}
// Interpolate the color
auto c = text.getColor();
c.a = (gta->gameTime - it->time > 5.f) ? 255 - (((gta->gameTime - it->time) - 5.f)/5.f) * 255 : 255;
text.setColor(c);
text.setPosition(tpos);
window.draw(text);
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tpos.y -= text.getLocalBounds().height;
}
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static size_t fc = 0;
if(fc++ == 60)
{
std::cout << "Rendered: " << gta->renderer.rendered << " / Culled: " << gta->renderer.culled << std::endl;
fc = 0;
}
}
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std::string getGamePath()
{
auto v = getenv(ENV_GAME_PATH_NAME);
return v ? v : "";
}
int main(int argc, char *argv[])
{
if(! font.loadFromFile(getGamePath() + "/DejaVuSansMono.ttf")) {
std::cerr << "Failed to load font" << std::endl;
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}
glewExperimental = GL_TRUE;
glewInit();
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bool loadWorld = true;
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size_t w = WIDTH, h = HEIGHT;
int c;
while( (c = getopt(argc, argv, "w:h:l")) != -1) {
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switch(c) {
case 'w':
w = atoi(optarg);
break;
case 'h':
h = atoi(optarg);
break;
case 'l':
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loadWorld = false;
break;
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}
}
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sf::ContextSettings cs;
cs.depthBits = 32;
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window.create(sf::VideoMode(w, h), "", sf::Style::Default, cs);
window.setVerticalSyncEnabled(true);
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window.setMouseCursorVisible(false);
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init(getGamePath(), loadWorld);
sf::Clock clock;
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MenuState* menuState = new MenuState();
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StateManager::get().enter(menuState);
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float accum = 0.f;
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float ts = 1.f / 60.f;
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// Loop until the window is closed or we run out of state.
while (window.isOpen() && StateManager::get().states.size()) {
sf::Event event;
while (window.pollEvent(event)) {
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handleGlobalEvent(event);
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handleCommandEvent(event);
handleInputEvent(event);
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StateManager::get().states.back()->handleEvent(event);
}
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accum += clock.restart().asSeconds();
while ( accum >= ts ) {
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StateManager::get().tick(ts);
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update(ts);
accum -= ts;
}
render();
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StateManager::get().draw(window);
window.display();
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}
return 0;
}