mirror of
https://github.com/rwengine/openrw.git
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130 lines
2.7 KiB
C++
130 lines
2.7 KiB
C++
#ifndef RWGAME_RWGAME_HPP
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#define RWGAME_RWGAME_HPP
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#include "GameBase.hpp"
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#include "HUDDrawer.hpp"
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#include "StateManager.hpp"
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#include "game.hpp"
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#include <engine/GameData.hpp>
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#include <engine/GameState.hpp>
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#include <engine/GameWorld.hpp>
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#include <render/DebugDraw.hpp>
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#include <render/GameRenderer.hpp>
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#include <script/SCMFile.hpp>
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#include <script/ScriptMachine.hpp>
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#include <script/modules/GTA3Module.hpp>
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#include <SDL_events.h>
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#include <chrono>
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class RWGame final : public GameBase {
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GameData data;
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GameRenderer renderer;
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DebugDraw debug;
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GameState state;
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HUDDrawer hudDrawer{};
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std::unique_ptr<GameWorld> world;
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GTA3Module opcodes;
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std::unique_ptr<ScriptMachine> vm;
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SCMFile script;
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StateManager stateManager;
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bool inFocus = true;
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ViewCamera currentCam;
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enum class DebugViewMode {
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Disabled,
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General,
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Physics,
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Navigation,
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Objects
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};
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DebugViewMode debugview_ = DebugViewMode::Disabled;
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int lastDraws{0}; /// Number of draws issued for the last frame.
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std::string cheatInputWindow = std::string(32, ' ');
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public:
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RWGame(Logger& log, const std::optional<RWArgConfigLayer> &args);
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~RWGame() override;
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int run();
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/**
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* Initalizes a new game
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*/
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void newGame();
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StateManager& getStateManager() {
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return stateManager;
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}
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GameState* getState() {
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return &state;
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}
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GameWorld* getWorld() {
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return world.get();
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}
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const GameData& getGameData() const {
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return data;
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}
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GameRenderer& getRenderer() {
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return renderer;
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}
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ScriptMachine* getScriptVM() const {
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return vm.get();
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}
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HUDDrawer& getHUDDrawer() {
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return hudDrawer;
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}
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bool hitWorldRay(glm::vec3& hit, glm::vec3& normal,
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GameObject** object = nullptr);
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bool hitWorldRay(const glm::vec3& start, const glm::vec3& direction,
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glm::vec3& hit, glm::vec3& normal,
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GameObject** object = nullptr);
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void startScript(const std::string& name);
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bool hasFocus() const {
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return inFocus;
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}
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void saveGame(const std::string& savename);
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void loadGame(const std::string& savename);
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private:
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void tick(float dt);
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void render(float alpha, float dt);
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void renderDebugStats(float time);
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void renderDebugPaths(float time);
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void renderDebugObjects(float time, ViewCamera& camera);
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void handleCheatInput(char symbol);
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void globalKeyEvent(const SDL_Event& event);
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bool updateInput();
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float tickWorld(const float deltaTime, float accumulatedTime);
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void renderDebugView(float time, ViewCamera &viewCam);
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void tickObjects(float dt) const;
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};
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#endif
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