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openrw/rwgame/RWGame.hpp
Daniel Evans 8b18712d1f Merge branch 'rwng-disassembly' into rwng
Conflicts:
	rwgame/RWGame.hpp
	rwgame/ingamestate.cpp
2015-05-03 23:31:45 +01:00

129 lines
2.7 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 "game.hpp"
#include <SFML/Graphics.hpp>
class PlayerController;
class RWGame
{
Logger log;
GameState* state;
GameData* data;
GameWorld* world;
// must be allocated after Logger setup.
GameRenderer* renderer;
ScriptMachine* script;
// Background worker
WorkContext work;
sf::RenderWindow window;
sf::Clock clock;
bool inFocus;
ViewCamera lastCam, nextCam;
bool showDebugStats;
bool showDebugPaths;
bool showDebugPhysics;
int lastDraws; /// Number of draws issued for the last frame.
float accum;
float timescale;
public:
RWGame(const std::string& gamepath, 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;
}
sf::RenderWindow& getWindow()
{
return window;
}
ScriptMachine* getScript() const
{
return script;
}
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 globalKeyEvent(const sf::Event& event);
};
#endif