mirror of
https://github.com/rwengine/openrw.git
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143 lines
3.1 KiB
C++
143 lines
3.1 KiB
C++
#ifndef _RWGAME_HPP_
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#define _RWGAME_HPP_
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#include <core/Logger.hpp>
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#include <engine/GameData.hpp>
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#include <engine/GameWorld.hpp>
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#include <render/GameRenderer.hpp>
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#include <script/ScriptMachine.hpp>
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#include <chrono>
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#include "game.hpp"
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#include "GameConfig.hpp"
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#include "GameWindow.hpp"
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#include <SDL2/SDL.h>
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class PlayerController;
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class RWGame
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{
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Logger log;
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GameConfig config {"openrw.ini"};
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GameState* state = nullptr;
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GameData* data = nullptr;
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GameWorld* world = nullptr;
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// must be allocated after Logger setup.
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GameRenderer* renderer = nullptr;
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ScriptMachine* script = nullptr;
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GameWindow *window = nullptr;
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// Background worker
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WorkContext *work = nullptr;
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std::chrono::steady_clock clock;
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std::chrono::steady_clock::time_point last_clock_time;
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bool inFocus = true;
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ViewCamera lastCam, nextCam;
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bool showDebugStats = false;
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bool showDebugPaths = false;
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bool showDebugPhysics = false;
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int lastDraws; /// Number of draws issued for the last frame.
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float accum = 0.f;
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float timescale = 1.f;
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public:
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RWGame(int argc, char* argv[]);
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~RWGame();
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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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GameState* getState() const
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{
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return state;
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}
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GameWorld* getWorld() const
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{
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return world;
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}
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GameData* getGameData() const
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{
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return data;
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}
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GameRenderer* getRenderer() const
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{
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return renderer;
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}
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GameWindow& getWindow()
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{
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return *window;
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}
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ScriptMachine* getScript() const
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{
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return script;
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}
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const GameConfig& getConfig() const
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{
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return config;
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}
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bool hitWorldRay(glm::vec3 &hit, glm::vec3 &normal, GameObject** object = nullptr)
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{
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auto vc = nextCam;
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glm::vec3 from(vc.position.x, vc.position.y, vc.position.z);
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glm::vec3 tmp = vc.rotation * glm::vec3(1000.f, 0.f, 0.f);
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return hitWorldRay(from, tmp, hit, normal, object);
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}
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bool hitWorldRay(const glm::vec3 &start, const glm::vec3 &direction, glm::vec3 &hit, glm::vec3 &normal, GameObject **object = nullptr)
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{
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auto from = btVector3(start.x, start.y, start.z);
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auto to = btVector3(start.x+direction.x, start.y+direction.y, start.z+direction.z);
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btCollisionWorld::ClosestRayResultCallback ray(from, to);
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world->dynamicsWorld->rayTest(from, to, ray);
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if( ray.hasHit() )
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{
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hit = glm::vec3(ray.m_hitPointWorld.x(), ray.m_hitPointWorld.y(),
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ray.m_hitPointWorld.z());
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normal = glm::vec3(ray.m_hitNormalWorld.x(), ray.m_hitNormalWorld.y(),
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ray.m_hitNormalWorld.z());
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if(object) {
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*object = static_cast<GameObject*>(ray.m_collisionObject->getUserPointer());
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}
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return true;
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}
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return false;
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}
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void startScript(const std::string& name);
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bool hasFocus() const { return inFocus; }
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void saveGame(const std::string& savename);
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void loadGame(const std::string& savename);
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/** shortcut for getWorld()->state.player->getCharacter() */
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PlayerController* getPlayer();
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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, Renderer::ProfileInfo& worldRenderTime);
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void renderDebugPaths(float time);
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void renderProfile();
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void globalKeyEvent(const SDL_Event& event);
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};
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#endif
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