mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-09 12:22:34 +01:00
147 lines
3.1 KiB
C++
147 lines
3.1 KiB
C++
#ifndef _RWGAME_HPP_
|
|
#define _RWGAME_HPP_
|
|
|
|
#include <core/Logger.hpp>
|
|
#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"
|
|
|
|
#include "SDL.h"
|
|
|
|
class PlayerController;
|
|
|
|
class RWGame
|
|
{
|
|
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;
|
|
int lastDraws; /// Number of draws issued for the last frame.
|
|
|
|
std::string cheatInputWindow = std::string(32, ' ');
|
|
|
|
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);
|
|
void render(float alpha, float dt);
|
|
|
|
void renderDebugStats(float time, Renderer::ProfileInfo& worldRenderTime);
|
|
void renderDebugPaths(float time);
|
|
void renderProfile();
|
|
|
|
void handleCheatInput(char symbol);
|
|
|
|
void globalKeyEvent(const SDL_Event& event);
|
|
};
|
|
|
|
#endif
|