mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-22 02:12:45 +01:00
Cleanup interfaces of rwgame
This commit is contained in:
parent
01d2445b86
commit
1a7d4ac7e6
@ -1,5 +1,6 @@
|
||||
#include "GameBase.hpp"
|
||||
|
||||
#include <core/Logger.hpp>
|
||||
#include <rw/debug.hpp>
|
||||
#include "GitSHA1.h"
|
||||
|
||||
|
@ -1,11 +1,12 @@
|
||||
#ifndef RWGAME_GAMEBASE_HPP
|
||||
#define RWGAME_GAMEBASE_HPP
|
||||
|
||||
#include "GameWindow.hpp"
|
||||
#include "RWConfig.hpp"
|
||||
|
||||
#include <core/Logger.hpp>
|
||||
#include <boost/program_options.hpp>
|
||||
|
||||
#include <map>
|
||||
class Logger;
|
||||
|
||||
/**
|
||||
* @brief Handles basic window and setup
|
||||
|
284
rwgame/GameConfig.hpp
Normal file
284
rwgame/GameConfig.hpp
Normal file
@ -0,0 +1,284 @@
|
||||
#ifndef RWGAME_GAMECONFIG_HPP
|
||||
#define RWGAME_GAMECONFIG_HPP
|
||||
|
||||
#include <map>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include <rw/filesystem.hpp>
|
||||
|
||||
class GameConfig {
|
||||
private:
|
||||
enum ParseType { DEFAULT, CONFIG, FILE, STRING };
|
||||
|
||||
/**
|
||||
* @brief extractFilenameParseTypeData Get a human readable filename string
|
||||
* @return file path or a description of the data type
|
||||
*/
|
||||
static std::string extractFilenameParseTypeData(ParseType type,
|
||||
const std::string &data);
|
||||
|
||||
public:
|
||||
class ParseResult {
|
||||
public:
|
||||
enum ErrorType {
|
||||
/// UNINITIALIZED: The config was not initialized
|
||||
UNINITIALIZED,
|
||||
/// GOOD: Input file/string was good
|
||||
GOOD,
|
||||
/// INVALIDINPUTFILE: There was some error while reading from a file
|
||||
/// or string or the input was ambiguous (e.g. duplicate keys)
|
||||
INVALIDINPUTFILE,
|
||||
/// INVALIDARGUMENT: The parser received impossible arguments
|
||||
INVALIDARGUMENT,
|
||||
/// INVALIDCONTENT: Some required keys were missing or some values
|
||||
/// were of incorrect type
|
||||
INVALIDCONTENT,
|
||||
/// INVALIDOUTPUTFILE: There was some error while writing to a file
|
||||
/// or string
|
||||
INVALIDOUTPUTFILE
|
||||
};
|
||||
|
||||
private:
|
||||
/**
|
||||
* @brief ParseResult Holds the issues occurred while parsing of a
|
||||
* config file.
|
||||
* @param srcType Type of the source
|
||||
* @param source The source of the parser
|
||||
* @param destType Type of the destination
|
||||
* @param destination The destination
|
||||
*/
|
||||
ParseResult(ParseType srcType, const std::string &source,
|
||||
ParseType destType, const std::string &destination);
|
||||
|
||||
/**
|
||||
* @brief ParseResult Create empty ParseResult
|
||||
*/
|
||||
ParseResult();
|
||||
|
||||
public:
|
||||
/**
|
||||
* @brief type Get the type of error
|
||||
* @return Type of error or GOOD if there was no error
|
||||
*/
|
||||
ErrorType type() const;
|
||||
|
||||
/**
|
||||
* @brief getKeysRequiredMissing Get the keys that were missing
|
||||
* @return A vector with all the keys
|
||||
*/
|
||||
const std::vector<std::string> &getKeysRequiredMissing() const;
|
||||
|
||||
/**
|
||||
* @brief getKeysInvalidData Get the keys that contained invalid data
|
||||
* @return A vector with all the keys
|
||||
*/
|
||||
const std::vector<std::string> &getKeysInvalidData() const;
|
||||
|
||||
/**
|
||||
* @brief Mark this result as valid
|
||||
*/
|
||||
void markGood();
|
||||
|
||||
/**
|
||||
* @brief failInputFile Fail because the input file was invalid
|
||||
* @param line Line number where the error is located
|
||||
* @param message Description of the error
|
||||
*/
|
||||
void failInputFile(size_t line, const std::string &message);
|
||||
|
||||
/**
|
||||
* @brief failArgument Fail because an argument was invalid
|
||||
* @param srcType type of the source
|
||||
* @param destType type of the destination
|
||||
*/
|
||||
void failArgument();
|
||||
|
||||
/**
|
||||
* @brief failRequiredMissing Fail because a required key is missing
|
||||
* @param key The key that is missing
|
||||
*/
|
||||
void failRequiredMissing(const std::string &key);
|
||||
|
||||
/**
|
||||
* @brief failInvalidData Fail because a key contains invalid data
|
||||
* @param key The key that contains invalid data
|
||||
*/
|
||||
void failInvalidData(const std::string &key);
|
||||
|
||||
/**
|
||||
* @brief failOutputFile Fail because an error occurred while while
|
||||
* writing to the output
|
||||
* @param line Line number where the error is located
|
||||
* @param message Description of the error
|
||||
*/
|
||||
void failOutputFile(size_t line, const std::string &message);
|
||||
|
||||
/**
|
||||
* @brief isValid
|
||||
* @return True if the loaded configuration is valid
|
||||
*/
|
||||
bool isValid() const;
|
||||
|
||||
/**
|
||||
* @brief what Get a string representing the error
|
||||
* @return String with the error description
|
||||
*/
|
||||
std::string what() const;
|
||||
|
||||
/**
|
||||
* @brief addUnknownData Add unknown key value pairs
|
||||
* @param key The unknown key
|
||||
* @param value The associated data
|
||||
*/
|
||||
void addUnknownData(const std::string &key, const std::string &value);
|
||||
|
||||
/**
|
||||
* @brief addUnknownData Get all the unknown key value pairs
|
||||
* @return Mapping of the unknown keys with associated data
|
||||
*/
|
||||
const std::map<std::string, std::string> &getUnknownData() const;
|
||||
|
||||
private:
|
||||
/// Type of the failure
|
||||
ErrorType m_result;
|
||||
|
||||
/// Filename of the input file
|
||||
std::string m_inputfilename;
|
||||
|
||||
/// Filename of the output file
|
||||
std::string m_outputfilename;
|
||||
|
||||
/// Line number where the failure occurred (on invalid input or output
|
||||
/// file)
|
||||
size_t m_line;
|
||||
|
||||
/// Description of the failure (on invalid input or output file)
|
||||
std::string m_message;
|
||||
|
||||
/// All required keys that are missing
|
||||
std::vector<std::string> m_keys_requiredMissing;
|
||||
|
||||
/// All keys that contain invalid data
|
||||
std::vector<std::string> m_keys_invalidData;
|
||||
|
||||
// Mapping of unknown keys and associated data
|
||||
std::map<std::string, std::string> m_unknownData;
|
||||
|
||||
/**
|
||||
* @brief setUnknownData Replace the the unknown key value pairs
|
||||
*/
|
||||
void setUnknownData(
|
||||
const std::map<std::string, std::string> &unknownData);
|
||||
|
||||
friend class GameConfig;
|
||||
};
|
||||
|
||||
/**
|
||||
* @brief GameConfig Create a game configuration (initially invalid)
|
||||
*/
|
||||
GameConfig() = default;
|
||||
|
||||
/**
|
||||
* @brief Initialize this object using the config file at path
|
||||
* @param path Path of the configuration file
|
||||
*/
|
||||
void loadFile(const rwfs::path &path);
|
||||
|
||||
/**
|
||||
* @brief getConfigPath Returns the path for the configuration
|
||||
*/
|
||||
rwfs::path getConfigPath() const;
|
||||
|
||||
/**
|
||||
* @brief writeConfig Save the game configuration
|
||||
*/
|
||||
ParseResult saveConfig();
|
||||
|
||||
/**
|
||||
* @brief isValid
|
||||
* @return True if the loaded configuration is valid
|
||||
*/
|
||||
bool isValid() const;
|
||||
|
||||
/**
|
||||
* @brief getParseResult Get more information on parsing failures
|
||||
* @return A ParseResult object containing more information
|
||||
*/
|
||||
const ParseResult &getParseResult() const;
|
||||
|
||||
/**
|
||||
* @brief getConfigString Returns the content of the default INI
|
||||
* configuration.
|
||||
* @return INI string
|
||||
*/
|
||||
std::string getDefaultINIString();
|
||||
|
||||
const rwfs::path &getGameDataPath() const {
|
||||
return m_gamePath;
|
||||
}
|
||||
const std::string &getGameLanguage() const {
|
||||
return m_gameLanguage;
|
||||
}
|
||||
bool getInputInvertY() const {
|
||||
return m_inputInvertY;
|
||||
}
|
||||
int getWindowWidth() const {
|
||||
return m_windowWidth;
|
||||
}
|
||||
int getWindowHeight() const {
|
||||
return m_windowHeight;
|
||||
}
|
||||
bool getWindowFullscreen() const {
|
||||
return m_windowFullscreen;
|
||||
}
|
||||
float getHUDScale() const {
|
||||
return m_HUDscale;
|
||||
}
|
||||
|
||||
static rwfs::path getDefaultConfigPath();
|
||||
private:
|
||||
|
||||
/**
|
||||
* @brief parseConfig Load data from source and write it to destination.
|
||||
* Whitespace will be stripped from unknown data.
|
||||
* @param srcType Can be DEFAULT | CONFIG | FILE | STRING
|
||||
* @param source don't care if srcType == (DEFAULT | CONFIG),
|
||||
* path of INI file if srcType == FILE
|
||||
* INI string if srcType == STRING
|
||||
* @param destType Can be CONFIG | FILE | STRING (DEFAULT is invalid)
|
||||
* @param destination don't care if srcType == CONFIG
|
||||
* path of INI file if destType == FILE
|
||||
* INI string if srcType == STRING
|
||||
* @return True if the parsing succeeded
|
||||
*/
|
||||
ParseResult parseConfig(ParseType srcType, const std::string &source,
|
||||
ParseType destType, std::string &destination);
|
||||
|
||||
/* Config State */
|
||||
rwfs::path m_configPath{};
|
||||
ParseResult m_parseResult{};
|
||||
|
||||
/* Actual Configuration */
|
||||
|
||||
/// Path to the game data
|
||||
rwfs::path m_gamePath;
|
||||
|
||||
/// Language for game
|
||||
std::string m_gameLanguage = "american";
|
||||
|
||||
/// Invert the y axis for camera control.
|
||||
bool m_inputInvertY = false;
|
||||
|
||||
/// Size of the window
|
||||
int m_windowWidth{800};
|
||||
int m_windowHeight{600};
|
||||
|
||||
/// Set the window to fullscreen
|
||||
bool m_windowFullscreen = false;
|
||||
|
||||
/// HUD scale parameter
|
||||
float m_HUDscale = 1.f;
|
||||
};
|
||||
|
||||
#endif
|
@ -1,4 +1,7 @@
|
||||
#include "GameInput.hpp"
|
||||
|
||||
#include "engine/GameState.hpp"
|
||||
|
||||
#include <unordered_map>
|
||||
|
||||
// Hardcoded Controls SDLK_* -> GameInputState::Control
|
||||
|
@ -1,7 +1,9 @@
|
||||
#ifndef RWGAME_GAMEINPUT_HPP
|
||||
#define RWGAME_GAMEINPUT_HPP
|
||||
#include "engine/GameState.hpp"
|
||||
#include <SDL.h>
|
||||
|
||||
#include <SDL_events.h>
|
||||
|
||||
struct GameInputState;
|
||||
|
||||
namespace GameInput {
|
||||
void updateGameInputState(GameInputState* state, const SDL_Event& event);
|
||||
|
@ -1,5 +1,9 @@
|
||||
#include "GameWindow.hpp"
|
||||
|
||||
#include <core/Logger.hpp>
|
||||
#include <render/GameRenderer.hpp>
|
||||
|
||||
#include <SDL_mouse.h>
|
||||
|
||||
void GameWindow::create(const std::string& title, size_t w, size_t h,
|
||||
bool fullscreen) {
|
||||
|
@ -1,11 +1,12 @@
|
||||
#ifndef GAMEWINDOW_HPP
|
||||
#define GAMEWINDOW_HPP
|
||||
|
||||
#include <glm/vec2.hpp>
|
||||
#include <string>
|
||||
#include <SDL.h>
|
||||
#include <SDL_surface.h>
|
||||
#include <SDL_video.h>
|
||||
|
||||
#include <render/GameRenderer.hpp>
|
||||
#include <glm/vec2.hpp>
|
||||
|
||||
#include <string>
|
||||
|
||||
class GameWindow {
|
||||
SDL_Window* window = nullptr;
|
||||
|
@ -1,8 +1,10 @@
|
||||
#include "HUDDrawer.hpp"
|
||||
|
||||
#include <ai/PlayerController.hpp>
|
||||
#include <data/WeaponData.hpp>
|
||||
#include <engine/GameData.hpp>
|
||||
#include <engine/GameState.hpp>
|
||||
#include <engine/GameWorld.hpp>
|
||||
#include <objects/CharacterObject.hpp>
|
||||
#include <render/GameRenderer.hpp>
|
||||
|
||||
|
@ -1,9 +1,13 @@
|
||||
#ifndef _RWGAME_HUDDRAWER_HPP_
|
||||
#define _RWGAME_HUDDRAWER_HPP_
|
||||
#include <engine/GameWorld.hpp>
|
||||
#include <render/GameRenderer.hpp>
|
||||
|
||||
class GameWorld;
|
||||
class GameRenderer;
|
||||
class PlayerController;
|
||||
class ViewCamera;
|
||||
|
||||
#include <glm/gtc/type_precision.hpp>
|
||||
#include <glm/vec3.hpp>
|
||||
|
||||
class HUDDrawer {
|
||||
public:
|
||||
|
@ -0,0 +1,70 @@
|
||||
#include "MenuSystem.hpp"
|
||||
|
||||
#include <render/GameRenderer.hpp>
|
||||
|
||||
void Menu::MenuEntry::draw(font_t font, float size, bool active,
|
||||
GameRenderer &r, glm::vec2 &basis) {
|
||||
TextRenderer::TextInfo ti;
|
||||
ti.font = font;
|
||||
ti.screenPosition = basis;
|
||||
ti.text = text;
|
||||
ti.size = size;
|
||||
if (!active) {
|
||||
ti.baseColour = glm::u8vec3(255);
|
||||
} else {
|
||||
ti.baseColour = glm::u8vec3(255, 255, 0);
|
||||
}
|
||||
r.text.renderText(ti);
|
||||
basis.y += size;
|
||||
}
|
||||
|
||||
void Menu::draw(GameRenderer &r) {
|
||||
glm::vec2 basis(offset);
|
||||
for (size_t i = 0; i < entries.size(); ++i) {
|
||||
bool active = false;
|
||||
if (activeEntry >= 0 && i == static_cast<unsigned>(activeEntry)) {
|
||||
active = true;
|
||||
}
|
||||
entries[i].draw(font, size, active, r, basis);
|
||||
}
|
||||
}
|
||||
|
||||
void Menu::hover(const float x, const float y) {
|
||||
glm::vec2 c(x - offset.x, y - offset.y);
|
||||
for (size_t i = 0; i < entries.size(); ++i) {
|
||||
if (c.y > 0.f && c.y < size) {
|
||||
activeEntry = static_cast<int>(i);
|
||||
return;
|
||||
} else {
|
||||
c.y -= size;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Menu::click(const float x, const float y) {
|
||||
glm::vec2 c(x - offset.x, y - offset.y);
|
||||
for (auto &entry : entries) {
|
||||
if (c.y > 0.f && c.y < size) {
|
||||
entry.activate(c.x, c.y);
|
||||
return;
|
||||
} else {
|
||||
c.y -= size;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Menu::activate() {
|
||||
if (activeEntry >= 0 &&
|
||||
static_cast<unsigned>(activeEntry) < entries.size()) {
|
||||
entries[activeEntry].activate(0.f, 0.f);
|
||||
}
|
||||
}
|
||||
|
||||
void Menu::move(int movement) {
|
||||
activeEntry += movement;
|
||||
if (activeEntry >= static_cast<int>(entries.size())) {
|
||||
activeEntry = 0;
|
||||
} else if (activeEntry < 0) {
|
||||
activeEntry = static_cast<int>(entries.size() - 1);
|
||||
}
|
||||
}
|
@ -7,18 +7,20 @@
|
||||
#include <memory>
|
||||
#include <optional>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/vec2.hpp>
|
||||
|
||||
#include <render/GameRenderer.hpp>
|
||||
#include <fonts/GameTexts.hpp>
|
||||
#include <rw/debug.hpp>
|
||||
|
||||
class GameRenderer;
|
||||
|
||||
/**
|
||||
* Default values for menus that should match the look and feel of the original
|
||||
*/
|
||||
namespace MenuDefaults {
|
||||
constexpr int kFont = 1;
|
||||
|
||||
constexpr const char* kStartGameId = "FET_SAN";
|
||||
constexpr const char* kResumeGameId = "FEM_RES";
|
||||
constexpr const char* kLoadGameId = "FET_LG";
|
||||
@ -50,20 +52,7 @@ public:
|
||||
}
|
||||
|
||||
void draw(font_t font, float size, bool active, GameRenderer& r,
|
||||
glm::vec2& basis) {
|
||||
TextRenderer::TextInfo ti;
|
||||
ti.font = font;
|
||||
ti.screenPosition = basis;
|
||||
ti.text = text;
|
||||
ti.size = size;
|
||||
if (!active) {
|
||||
ti.baseColour = glm::u8vec3(255);
|
||||
} else {
|
||||
ti.baseColour = glm::u8vec3(255, 255, 0);
|
||||
}
|
||||
r.text.renderText(ti);
|
||||
basis.y += size;
|
||||
}
|
||||
glm::vec2& basis);
|
||||
|
||||
void activate(float clickX, float clickY) {
|
||||
RW_UNUSED(clickX);
|
||||
@ -97,57 +86,16 @@ public:
|
||||
*/
|
||||
int activeEntry;
|
||||
|
||||
void draw(GameRenderer& r) {
|
||||
glm::vec2 basis(offset);
|
||||
for (size_t i = 0; i < entries.size(); ++i) {
|
||||
bool active = false;
|
||||
if (activeEntry >= 0 && i == static_cast<unsigned>(activeEntry)) {
|
||||
active = true;
|
||||
}
|
||||
entries[i].draw(font, size, active, r, basis);
|
||||
}
|
||||
}
|
||||
void draw(GameRenderer& r);
|
||||
|
||||
void hover(const float x, const float y) {
|
||||
glm::vec2 c(x - offset.x, y - offset.y);
|
||||
for (size_t i = 0; i < entries.size(); ++i) {
|
||||
if (c.y > 0.f && c.y < size) {
|
||||
activeEntry = static_cast<int>(i);
|
||||
return;
|
||||
} else {
|
||||
c.y -= size;
|
||||
}
|
||||
}
|
||||
}
|
||||
void hover(const float x, const float y);
|
||||
|
||||
void click(const float x, const float y) {
|
||||
glm::vec2 c(x - offset.x, y - offset.y);
|
||||
for (auto &entry : entries) {
|
||||
if (c.y > 0.f && c.y < size) {
|
||||
entry.activate(c.x, c.y);
|
||||
return;
|
||||
} else {
|
||||
c.y -= size;
|
||||
}
|
||||
}
|
||||
}
|
||||
void click(const float x, const float y);
|
||||
|
||||
// Activates the menu entry at the current active index.
|
||||
void activate() {
|
||||
if (activeEntry >= 0 &&
|
||||
static_cast<unsigned>(activeEntry) < entries.size()) {
|
||||
entries[activeEntry].activate(0.f, 0.f);
|
||||
}
|
||||
}
|
||||
void activate();
|
||||
|
||||
void move(int movement) {
|
||||
activeEntry += movement;
|
||||
if (activeEntry >= static_cast<int>(entries.size())) {
|
||||
activeEntry = 0;
|
||||
} else if (activeEntry < 0) {
|
||||
activeEntry = static_cast<int>(entries.size() - 1);
|
||||
}
|
||||
}
|
||||
void move(int movement);
|
||||
|
||||
const std::vector<MenuEntry>& getEntries() const {
|
||||
return entries;
|
||||
|
@ -4,6 +4,7 @@
|
||||
|
||||
#include "GameInput.hpp"
|
||||
#include "State.hpp"
|
||||
#include "StateManager.hpp"
|
||||
#include "states/BenchmarkState.hpp"
|
||||
#include "states/IngameState.hpp"
|
||||
#include "states/LoadingState.hpp"
|
||||
@ -17,6 +18,7 @@
|
||||
#include <script/SCMFile.hpp>
|
||||
|
||||
#include <ai/PlayerController.hpp>
|
||||
#include <core/Logger.hpp>
|
||||
#include <objects/CharacterObject.hpp>
|
||||
#include <objects/VehicleObject.hpp>
|
||||
|
||||
@ -26,6 +28,15 @@
|
||||
#include <iostream>
|
||||
#include <algorithm>
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(disable : 4305 5033)
|
||||
#endif
|
||||
// FIXME: should be in rwengine, deeply hidden
|
||||
#include <BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h>
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(default : 4305 5033)
|
||||
#endif
|
||||
|
||||
namespace {
|
||||
static constexpr std::array<
|
||||
std::tuple<GameRenderer::SpecialModel, char const*, char const*>, 3>
|
||||
@ -137,6 +148,36 @@ void RWGame::newGame() {
|
||||
}
|
||||
}
|
||||
|
||||
bool RWGame::hitWorldRay(glm::vec3 &hit, glm::vec3 &normal, GameObject **object) {
|
||||
auto vc = currentCam;
|
||||
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 RWGame::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);
|
||||
|
||||
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 RWGame::saveGame(const std::string& savename) {
|
||||
RW_UNUSED(savename);
|
||||
}
|
||||
|
@ -1,20 +1,10 @@
|
||||
#ifndef RWGAME_RWGAME_HPP
|
||||
#define RWGAME_RWGAME_HPP
|
||||
|
||||
#include "game.hpp"
|
||||
#include "GameBase.hpp"
|
||||
#include "HUDDrawer.hpp"
|
||||
#include "RWConfig.hpp"
|
||||
#include "StateManager.hpp"
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(disable : 4305)
|
||||
#endif
|
||||
// FIXME: should be in rwengine, deeply hidden
|
||||
#include <BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h>
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(default : 4305)
|
||||
#endif
|
||||
#include "game.hpp"
|
||||
|
||||
#include <engine/GameData.hpp>
|
||||
#include <engine/GameState.hpp>
|
||||
@ -25,6 +15,8 @@
|
||||
#include <script/ScriptMachine.hpp>
|
||||
#include <script/modules/GTA3Module.hpp>
|
||||
|
||||
#include <SDL_events.h>
|
||||
|
||||
#include <chrono>
|
||||
|
||||
class PlayerController;
|
||||
@ -100,37 +92,11 @@ public:
|
||||
}
|
||||
|
||||
bool hitWorldRay(glm::vec3& hit, glm::vec3& normal,
|
||||
GameObject** object = nullptr) {
|
||||
auto vc = currentCam;
|
||||
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);
|
||||
}
|
||||
GameObject** object = nullptr);
|
||||
|
||||
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;
|
||||
}
|
||||
GameObject** object = nullptr);
|
||||
|
||||
void startScript(const std::string& name);
|
||||
|
||||
|
@ -1,4 +1,5 @@
|
||||
#include "State.hpp"
|
||||
|
||||
#include "RWGame.hpp"
|
||||
|
||||
// This serves as the "initial" camera position.
|
||||
@ -26,8 +27,8 @@ void State::handleEvent(const SDL_Event& e) {
|
||||
if (!m) return;
|
||||
|
||||
switch (e.type) {
|
||||
case SDL_MOUSEBUTTONUP:
|
||||
if (e.button.button == SDL_BUTTON_LEFT)
|
||||
case SDL_MOUSEBUTTONUP:
|
||||
if (e.button.button == SDL_BUTTON_LEFT)
|
||||
m->click(e.button.x, e.button.y);
|
||||
break;
|
||||
|
||||
|
@ -1,18 +1,21 @@
|
||||
#ifndef RWGAME_STATE_HPP
|
||||
#define RWGAME_STATE_HPP
|
||||
|
||||
#include <optional>
|
||||
|
||||
#include <render/ViewCamera.hpp>
|
||||
#include "GameWindow.hpp"
|
||||
#include "MenuSystem.hpp"
|
||||
|
||||
#include <SDL.h>
|
||||
#include <SDL_events.h>
|
||||
|
||||
#include <memory>
|
||||
#include <optional>
|
||||
#include <utility>
|
||||
|
||||
class RWGame;
|
||||
class GameWorld;
|
||||
class GameRenderer;
|
||||
class GameWindow;
|
||||
class Menu;
|
||||
class StateManager;
|
||||
class ViewCamera;
|
||||
|
||||
class State {
|
||||
public:
|
||||
|
@ -1,5 +1,6 @@
|
||||
#ifndef RWGAME_STATEMANAGER_HPP
|
||||
#define RWGAME_STATEMANAGER_HPP
|
||||
|
||||
#include "State.hpp"
|
||||
|
||||
#include <memory>
|
||||
|
@ -1,5 +1,7 @@
|
||||
#define SDL_MAIN_HANDLED
|
||||
|
||||
#include <iostream>
|
||||
|
||||
#include "RWGame.hpp"
|
||||
#include <SDL.h>
|
||||
|
||||
|
@ -3,6 +3,14 @@
|
||||
|
||||
#include "State.hpp"
|
||||
|
||||
#include <render/ViewCamera.hpp>
|
||||
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
#include <glm/vec3.hpp>
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
class BenchmarkState final : public State {
|
||||
struct TrackPoint {
|
||||
float time;
|
||||
|
@ -1,16 +1,21 @@
|
||||
#include "DebugState.hpp"
|
||||
|
||||
#include "MenuSystem.hpp"
|
||||
#include "RWGame.hpp"
|
||||
|
||||
#include <ai/PlayerController.hpp>
|
||||
#include <data/WeaponData.hpp>
|
||||
#include <engine/GameState.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
#include <glm/gtx/string_cast.hpp>
|
||||
#include <iostream>
|
||||
#include <objects/CharacterObject.hpp>
|
||||
#include <objects/InstanceObject.hpp>
|
||||
#include <objects/VehicleObject.hpp>
|
||||
#include <script/SCMFile.hpp>
|
||||
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
#include <glm/gtx/string_cast.hpp>
|
||||
|
||||
#include <iostream>
|
||||
#include <sstream>
|
||||
#include "RWGame.hpp"
|
||||
|
||||
constexpr float kDebugEntryHeight = 14.f;
|
||||
constexpr float kDebugEntryHeightMissions = 12.f;
|
||||
|
@ -3,6 +3,13 @@
|
||||
|
||||
#include "State.hpp"
|
||||
|
||||
#include <render/ViewCamera.hpp>
|
||||
|
||||
#include <glm/vec2.hpp>
|
||||
#include <glm/vec3.hpp>
|
||||
|
||||
#include <memory>
|
||||
|
||||
class DebugState final : public State {
|
||||
ViewCamera _debugCam;
|
||||
glm::vec3 _movement{};
|
||||
|
@ -1,8 +1,10 @@
|
||||
#include "IngameState.hpp"
|
||||
|
||||
#include "DebugState.hpp"
|
||||
#include "HUDDrawer.hpp"
|
||||
#include "PauseState.hpp"
|
||||
#include "RWGame.hpp"
|
||||
#include "StateManager.hpp"
|
||||
|
||||
#include <ai/PlayerController.hpp>
|
||||
#include <data/Clump.hpp>
|
||||
|
@ -1,7 +1,14 @@
|
||||
#ifndef INGAMESTATE_HPP
|
||||
#define INGAMESTATE_HPP
|
||||
|
||||
#include "StateManager.hpp"
|
||||
#include "State.hpp"
|
||||
|
||||
#include <render/ViewCamera.hpp>
|
||||
|
||||
#include <glm/vec2.hpp>
|
||||
#include <glm/vec3.hpp>
|
||||
|
||||
#include <string>
|
||||
|
||||
class GameObject;
|
||||
class PlayerController;
|
||||
|
@ -1,6 +1,7 @@
|
||||
#ifndef LOADINGSTATE_HPP
|
||||
#define LOADINGSTATE_HPP
|
||||
#include "StateManager.hpp"
|
||||
|
||||
#include "State.hpp"
|
||||
|
||||
#include <functional>
|
||||
|
||||
|
@ -1,10 +1,13 @@
|
||||
#include "MenuState.hpp"
|
||||
|
||||
#include "IngameState.hpp"
|
||||
#include "RWGame.hpp"
|
||||
#include "StateManager.hpp"
|
||||
#include "MenuSystem.hpp"
|
||||
#include "game.hpp"
|
||||
|
||||
#include <engine/SaveGame.hpp>
|
||||
#include <rw/debug.hpp>
|
||||
#include "RWGame.hpp"
|
||||
|
||||
MenuState::MenuState(RWGame* game) : State(game) {
|
||||
enterMainMenu();
|
||||
|
@ -1,7 +1,7 @@
|
||||
#ifndef MENUSTATE_HPP
|
||||
#define MENUSTATE_HPP
|
||||
|
||||
#include "StateManager.hpp"
|
||||
#include "State.hpp"
|
||||
|
||||
class MenuState final : public State {
|
||||
public:
|
||||
|
@ -1,5 +1,8 @@
|
||||
#include "PauseState.hpp"
|
||||
|
||||
#include "RWGame.hpp"
|
||||
#include "MenuSystem.hpp"
|
||||
#include "StateManager.hpp"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
|
@ -1,7 +1,7 @@
|
||||
#ifndef PAUSESTATE_HPP
|
||||
#define PAUSESTATE_HPP
|
||||
|
||||
#include "StateManager.hpp"
|
||||
#include "State.hpp"
|
||||
|
||||
class PauseState final : public State {
|
||||
public:
|
||||
|
@ -1,6 +1,8 @@
|
||||
#include <GameInput.hpp>
|
||||
#include <boost/test/unit_test.hpp>
|
||||
|
||||
#include <GameInput.hpp>
|
||||
#include <engine/GameInputState.hpp>
|
||||
|
||||
BOOST_AUTO_TEST_SUITE(InputTests)
|
||||
|
||||
BOOST_AUTO_TEST_CASE(TestStateUpdate) {
|
||||
|
@ -1,6 +1,7 @@
|
||||
#include <MenuSystem.hpp>
|
||||
#include <boost/test/unit_test.hpp>
|
||||
|
||||
#include <MenuSystem.hpp>
|
||||
|
||||
BOOST_AUTO_TEST_SUITE(MenuTests)
|
||||
|
||||
BOOST_AUTO_TEST_CASE(menu_test_click) {
|
||||
|
Loading…
Reference in New Issue
Block a user