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openrw/rwgame/RWGame.hpp
Filip Gawin 495c831972 Mark classes as final
It lets complier to make extra optimization.

See:
https://gcc.godbolt.org/#compilers:!((compiler:g6,options:'-O2+-Wall++-
xc%2B%2B+-
std%3Dc%2B%2B11',sourcez:MYGwhgzhAECC0G8BQAHArgIxAS2ALiWiOgDdsAnAFzTBFIHtsATaAMwAoBKaAXmgAYA3EgC%2BwpKEgwAQtDzR0WXHESpMOfIWIlGLDt1bYAdrWj0SAU3LlmF4WKQTwUaAGE5C9cvjJFGgsQMzGxcZpbWtvbiOsGs9PTs0gBk0BjcyIEYAHT69o4xLBhg5OyuKcDpWkTAOVz2QAA%3D%3D)),filterAsm:
(commentOnly:!t,directives:!t,intel:!t,labels:!t),version:3
2018-07-07 22:55:10 +02:00

138 lines
3.4 KiB
C++

#ifndef RWGAME_RWGAME_HPP
#define RWGAME_RWGAME_HPP
#include <chrono>
// FIXME: should be in rwengine, deeply hidden
#include <BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h>
#include <engine/GameData.hpp>
#include <engine/GameState.hpp>
#include <engine/GameWorld.hpp>
#include <render/DebugDraw.hpp>
#include <render/GameRenderer.hpp>
#include <script/ScriptMachine.hpp>
#include <script/modules/GTA3Module.hpp>
#include "game.hpp"
#include "GameBase.hpp"
class PlayerController;
class RWGame final : public GameBase {
GameData data;
GameRenderer renderer;
DebugDraw debug;
GameState state;
std::unique_ptr<GameWorld> world;
GTA3Module opcodes;
std::unique_ptr<ScriptMachine> vm;
std::unique_ptr<SCMFile> script;
bool inFocus = true;
ViewCamera currentCam;
enum class DebugViewMode {
Disabled,
General,
Physics,
Navigation,
Objects
};
DebugViewMode debugview_ = DebugViewMode::Disabled;
int lastDraws{0}; /// Number of draws issued for the last frame.
std::string cheatInputWindow = std::string(32, ' ');
public:
RWGame(Logger& log, int argc, char* argv[]);
~RWGame() override;
int run();
/**
* Initalizes a new game
*/
void newGame();
GameState* getState() {
return &state;
}
GameWorld* getWorld() {
return world.get();
}
const GameData& getGameData() const {
return data;
}
GameRenderer& getRenderer() {
return renderer;
}
ScriptMachine* getScriptVM() const {
return vm.get();
}
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);
}
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);
private:
void tick(float dt);
void render(float alpha, float dt);
void renderDebugStats(float time);
void renderDebugPaths(float time);
void renderDebugObjects(float time, ViewCamera& camera);
void renderProfile();
void handleCheatInput(char symbol);
void globalKeyEvent(const SDL_Event& event);
};
#endif