mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-09 20:32:43 +01:00
828 lines
20 KiB
C++
828 lines
20 KiB
C++
#define GLEW_STATIC
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#include <GL/glew.h>
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#include <engine/GameWorld.hpp>
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#include <loaders/LoaderDFF.hpp>
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#include <render/DebugDraw.hpp>
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#include <render/Model.hpp>
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#include <ai/GTAAIController.hpp>
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#include <ai/GTAPlayerAIController.hpp>
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#include <objects/GTACharacter.hpp>
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#include <objects/GTAVehicle.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include "MenuSystem.hpp"
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#include "State.hpp"
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#include <SFML/Graphics.hpp>
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#include <memory>
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#include <sstream>
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#include <iomanip>
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#include <getopt.h>
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#include <boost/concept_check.hpp>
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constexpr int WIDTH = 800,
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HEIGHT = 600;
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constexpr double PiOver180 = 3.1415926535897932384626433832795028/180;
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sf::RenderWindow window;
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GameWorld* gta = nullptr;
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GTAPlayerAIController* player = nullptr;
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GTACharacter* playerCharacter = nullptr;
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DebugDraw* debugDrawer = nullptr;
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GameObject* debugObject = nullptr;
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glm::vec3 plyPos(87.f, -932.f, 58.f);
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glm::vec2 plyLook;
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glm::vec3 movement;
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float moveSpeed = 20.0f;
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bool inFocus = false;
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bool mouseGrabbed = true;
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int debugMode = 0;
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sf::Font font;
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bool showControls = false;
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bool hitWorldRay(glm::vec3& hit, glm::vec3& normal, GameObject** object = nullptr)
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{
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glm::mat4 view;
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view = glm::rotate(view, -90.f, glm::vec3(1, 0, 0));
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view = glm::rotate(view, plyLook.y, glm::vec3(1, 0, 0));
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view = glm::rotate(view, plyLook.x, glm::vec3(0, 0, 1));
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glm::vec3 dir = glm::inverse(glm::mat3(view)) * glm::vec3(0.f, 0.f, 1.f) * -50.f;
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auto from = btVector3(plyPos.x, plyPos.y, plyPos.z);
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auto to = btVector3(plyPos.x+dir.x, plyPos.y+dir.y, plyPos.z+dir.z);
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btCollisionWorld::ClosestRayResultCallback ray(from, to);
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gta->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 lockCursor(bool lock)
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{
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mouseGrabbed = lock;
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window.setMouseCursorVisible(! lock);
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}
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// Commands.
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std::map<std::string, std::function<void (std::string)>> Commands = {
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{"pedestrian-vehicle",
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[&](std::string) {
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glm::vec3 hit, normal;
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if(hitWorldRay(hit, normal)) {
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auto ped = gta->createPedestrian(2, plyPos+glm::vec3(0.f,10.f,0.f));
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// Pick random vehicle.
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auto it = gta->vehicleTypes.begin();
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std::uniform_int_distribution<int> uniform(0, 9);
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for(size_t i = 0, n = uniform(gta->randomEngine); i != n; i++) {
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it++;
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}
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auto spawnpos = hit + normal;
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auto vehicle = gta->createVehicle(it->first, spawnpos, glm::quat(glm::vec3(0.f, 0.f, -plyLook.x * PiOver180)));
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ped->enterVehicle(vehicle, 0);
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}
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}
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},
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{"player-vehicle",
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[&](std::string) {
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glm::vec3 hit, normal;
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if(hitWorldRay(hit, normal)) {
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if(! playerCharacter) {
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playerCharacter = gta->createPedestrian(1, plyPos+glm::vec3(0.f,10.f,0.f));
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player = new GTAPlayerAIController(playerCharacter);
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}
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// Pick random vehicle.
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auto it = gta->vehicleTypes.begin();
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std::uniform_int_distribution<int> uniform(0, 9);
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for(size_t i = 0, n = uniform(gta->randomEngine); i != n; i++) {
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it++;
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}
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auto spawnpos = hit + normal;
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auto vehicle = gta->createVehicle(it->first, spawnpos, glm::quat(glm::vec3(0.f, 0.f, -plyLook.x * PiOver180)));
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playerCharacter->enterVehicle(vehicle, 0);
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}
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}
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},
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{"empty-vehicle",
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[&](std::string) {
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glm::vec3 hit, normal;
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if(hitWorldRay(hit, normal)) {
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// Pick random vehicle.
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auto it = gta->vehicleTypes.begin();
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std::uniform_int_distribution<int> uniform(0, 9);
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for(size_t i = 0, n = uniform(gta->randomEngine); i != n; i++) {
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it++;
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}
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auto spawnpos = hit + normal;
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auto vehicle = gta->createVehicle(it->first, spawnpos, glm::quat(glm::vec3(0.f, 0.f, -plyLook.x * PiOver180)));
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}
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}
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},
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{"player",
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[&](std::string) {
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playerCharacter = gta->createPedestrian(1, plyPos);
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player = new GTAPlayerAIController(playerCharacter);
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}
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},
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{"knock-down",
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[&](std::string) {
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for(auto it = gta->pedestrians.begin(); it != gta->pedestrians.end(); ++it) {
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(*it)->enterActivity(GTACharacter::KnockedDown);
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}
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}
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},
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{"vehicle-test",
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[&](std::string) {
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glm::vec3 hit, normal;
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if(hitWorldRay(hit, normal)) {
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glm::vec3 spawnPos = hit + glm::vec3(-5, 0.f, 0.0) + normal;
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size_t k = 1;
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for(std::map<uint16_t, std::shared_ptr<VehicleData>>::iterator it = gta->vehicleTypes.begin();
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it != gta->vehicleTypes.end(); ++it) {
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if(it->first == 140) continue; // get this plane out of here.
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gta->createVehicle(it->first, spawnPos);
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spawnPos += glm::vec3(5, 0, 0);
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if((k++ % 4) == 0) { spawnPos += glm::vec3(-20, -15, 0); }
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}
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}
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}
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},
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{"pedestrian-test",
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[&](std::string) {
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glm::vec3 hit, normal;
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if(hitWorldRay(hit, normal)) {
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glm::vec3 spawnPos = hit + glm::vec3(-5, 0.f, 0.0) + normal;
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size_t k = 1;
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// Spawn every pedestrian.
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for(auto it = gta->pedestrianTypes.begin();
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it != gta->pedestrianTypes.end(); ++it) {
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gta->createPedestrian(it->first, spawnPos);
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spawnPos += glm::vec3(2.5, 0, 0);
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if((k++ % 6) == 0) { spawnPos += glm::vec3(-15, -2.5, 0); }
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}
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}
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}
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},
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{"list-ipl",
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[&](std::string) {
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for(std::map<std::string, std::string>::iterator it = gta->gameData.iplLocations.begin();
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it != gta->gameData.iplLocations.end();
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++it) {
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gta->logInfo(it->second);
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}
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}
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},
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{"load-ipl",
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[&](std::string line) {
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if(line.find(' ') != line.npos) {
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std::string ipl = line.substr(line.find(' ')+1);
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auto iplit = gta->gameData.iplLocations.find(ipl);
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if(iplit != gta->gameData.iplLocations.end()) {
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gta->logInfo("Loading: " + iplit->second);
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gta->loadZone(iplit->second);
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gta->placeItems(iplit->second);
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}
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else {
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gta->logInfo("Not found: " + ipl);
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}
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}
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}
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},
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{"create-instance",
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[&](std::string line) {
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if(line.find(' ') != line.npos) {
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std::string ID = line.substr(line.find(' ')+1);
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int intID = atoi(ID.c_str());
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auto archit = gta->objectTypes.find(intID);
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if(archit != gta->objectTypes.end()) {
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gta->createInstance(archit->first, plyPos);
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}
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else {
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gta->logInfo("Unkown Object: " + ID);
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}
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}
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}
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},
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{"object-info",
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[&](std::string) {
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glm::vec3 hit, normal;
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GameObject* object;
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if(hitWorldRay(hit, normal, &object)) {
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debugObject = object;
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}
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}
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},
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{"damage-object",
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[&](std::string) {
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if(debugObject) {
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GameObject::DamageInfo dmg;
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dmg.type = GameObject::DamageInfo::Bullet;
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dmg.hitpoints = 15.f;
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debugObject->takeDamage(dmg);
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}
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}
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}
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/*{"",
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[&](std::string) {
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}
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}*/
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};
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void command(const std::string& line)
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{
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std::string cmd;
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if(line.find(' ') != line.npos) {
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cmd = line.substr(0, line.find(' '));
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}
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else {
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cmd = line;
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}
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auto it = Commands.find(cmd);
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if(it != Commands.end()) {
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it->second(line);
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}
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else {
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gta->logInfo("Unkown command: " + cmd);
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}
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}
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void handleGlobalEvent(sf::Event &event)
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{
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switch (event.type) {
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case sf::Event::KeyPressed:
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break;
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case sf::Event::GainedFocus:
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inFocus = true;
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break;
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case sf::Event::LostFocus:
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inFocus = false;
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break;
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default: break;
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}
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}
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void handleInputEvent(sf::Event &event)
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{
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switch(event.type) {
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case sf::Event::KeyPressed:
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switch (event.key.code) {
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case sf::Keyboard::LShift:
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moveSpeed = 60.f;
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break;
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case sf::Keyboard::Space:
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if(playerCharacter) {
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playerCharacter->jump();
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}
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break;
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case sf::Keyboard::M:
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lockCursor(! mouseGrabbed);
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break;
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case sf::Keyboard::P:
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debugMode+=1;
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while(debugMode > 2) debugMode -= 3;
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break;
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case sf::Keyboard::W:
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movement.y = -1;
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break;
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case sf::Keyboard::S:
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movement.y = 1;
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break;
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case sf::Keyboard::A:
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movement.x = -1;
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break;
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case sf::Keyboard::D:
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movement.x = 1;
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break;
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default: break;
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}
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break;
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case sf::Event::KeyReleased:
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switch(event.key.code) {
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case sf::Keyboard::LShift:
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moveSpeed = 20.f;
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break;
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case sf::Keyboard::W:
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movement.y = 0;
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break;
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case sf::Keyboard::S:
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movement.y = 0;
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break;
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case sf::Keyboard::A:
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movement.x = 0;
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break;
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case sf::Keyboard::D:
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movement.x = 0;
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break;
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case sf::Keyboard::F:
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if(playerCharacter) {
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if(playerCharacter->getCurrentVehicle()) {
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player->exitVehicle();
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}
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else {
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player->enterNearestVehicle();
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}
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}
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break;
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default: break;
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}
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break;
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default: break;
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}
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}
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void handleCommandEvent(sf::Event &event)
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{
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switch(event.type) {
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case sf::Event::KeyPressed:
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switch (event.key.code) {
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case sf::Keyboard::F1:
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showControls = !showControls;
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break;
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case sf::Keyboard::F2:
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command("pedestrian-vehicle");
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break;
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case sf::Keyboard::F3:
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command("player-vehicle");
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break;
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case sf::Keyboard::F4:
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command("empty-vehicle");
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break;
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case sf::Keyboard::F6:
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command("vehicle-test");
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break;
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case sf::Keyboard::F7:
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command("pedestrian-test");
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break;
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case sf::Keyboard::F8:
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command("damage-object");
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break;
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case sf::Keyboard::F9:
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command("object-info");
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break;
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case sf::Keyboard::LBracket:
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gta->gameTime -= 60.f;
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break;
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case sf::Keyboard::RBracket:
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gta->gameTime += 60.f;
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break;
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break;
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default: break;
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}
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default: break;
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}
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}
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void init(std::string gtapath, bool loadWorld)
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{
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// GTA GET
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gta = new GameWorld(gtapath);
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// This is harcoded in GTA III for some reason
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gta->gameData.loadIMG("/models/gta3");
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gta->load();
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// Load dynamic object data
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gta->gameData.loadDynamicObjects(gtapath + "/data/object.dat");
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// Set time to noon.
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gta->gameTime = 12.f * 60.f;
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// Loade all of the IDEs.
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for(std::map<std::string, std::string>::iterator it = gta->gameData.ideLocations.begin();
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it != gta->gameData.ideLocations.end();
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++it) {
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gta->defineItems(it->second);
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}
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if(loadWorld) {
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// Load IPLs
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for(std::map<std::string, std::string>::iterator it = gta->gameData.iplLocations.begin();
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it != gta->gameData.iplLocations.end();
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++it) {
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gta->loadZone(it->second);
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gta->placeItems(it->second);
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}
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}
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debugDrawer = new DebugDraw;
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debugDrawer->setShaderProgram(gta->renderer.worldProgram);
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debugDrawer->setDebugMode(btIDebugDraw::DBG_DrawWireframe);
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gta->dynamicsWorld->setDebugDrawer(debugDrawer);
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std::cout << "Loaded "
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<< gta->gameData.models.size() << " models, "
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<< gta->gameData.textures.size() << " textures" << std::endl;
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}
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void update(float dt)
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{
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if (inFocus) {
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if (mouseGrabbed) {
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sf::Vector2i screenCenter{sf::Vector2i{window.getSize()} / 2};
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sf::Vector2i mousePos = sf::Mouse::getPosition(window);
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sf::Vector2i deltaMouse = mousePos - screenCenter;
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sf::Mouse::setPosition(screenCenter, window);
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plyLook.x += deltaMouse.x / 10.0;
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plyLook.y += deltaMouse.y / 10.0;
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if (plyLook.y > 90)
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plyLook.y = 90;
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else if (plyLook.y < -90)
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plyLook.y = -90;
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}
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glm::mat4 view;
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view = glm::rotate(view, -90.f, glm::vec3(1, 0, 0));
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view = glm::rotate(view, plyLook.y, glm::vec3(1, 0, 0));
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view = glm::rotate(view, plyLook.x, glm::vec3(0, 0, 1));
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if( player != nullptr ) {
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glm::quat playerCamera(glm::vec3(0.f, 0.f, -plyLook.x * PiOver180));
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player->updateCameraDirection(playerCamera);
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player->updateMovementDirection(glm::vec3(movement.x, -movement.y, movement.z));
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player->setRunning(moveSpeed > 21.f);
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float viewDistance = playerCharacter->getCurrentVehicle() ? -3.5f : -2.5f;
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glm::vec3 localView = glm::inverse(glm::mat3(view)) * glm::vec3(0.f, -0.5f, viewDistance);
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if(playerCharacter->getCurrentVehicle()) {
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plyPos = playerCharacter->getCurrentVehicle()->getPosition();
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}
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else {
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plyPos = playerCharacter->getPosition();
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}
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view = glm::translate(view, -plyPos + localView);
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}
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else {
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if (glm::length(movement) > 0.f) {
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plyPos += dt * moveSpeed * (glm::inverse(glm::mat3(view)) * glm::vec3(movement.x, movement.z, movement.y));
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}
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view = glm::translate(view, -plyPos);
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}
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gta->gameTime += dt;
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gta->renderer.camera.worldPos = plyPos;
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gta->renderer.camera.frustum.view = view;
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// Update all objects.
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for( size_t p = 0; p < gta->pedestrians.size(); ++p) {
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gta->pedestrians[p]->tick(dt);
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// For the time being, remove anything that isn't the player with no health.
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if(gta->pedestrians[p]->mHealth <= 0.f) {
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if(gta->pedestrians[p] != playerCharacter) {
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if(gta->pedestrians[p] == debugObject) {
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debugObject = nullptr;
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}
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gta->destroyObject(gta->pedestrians[p]);
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p--;
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}
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}
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}
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for( size_t v = 0; v < gta->vehicleInstances.size(); ++v ) {
|
|
gta->vehicleInstances[v]->tick(dt);
|
|
if(gta->vehicleInstances[v]->mHealth <= 0.f) {
|
|
if(gta->vehicleInstances[v] == debugObject) {
|
|
debugObject = nullptr;
|
|
}
|
|
gta->destroyObject(gta->vehicleInstances[v]);
|
|
v--;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
gta->dynamicsWorld->stepSimulation(dt, 2, dt);
|
|
}
|
|
}
|
|
|
|
void render()
|
|
{
|
|
// Update aspect ratio..
|
|
gta->renderer.camera.frustum.aspectRatio = window.getSize().x / (float) window.getSize().y;
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
|
|
//glEnable(GL_CULL_FACE);
|
|
|
|
switch( debugMode ) {
|
|
case 0:
|
|
gta->renderer.renderWorld();
|
|
break;
|
|
|
|
case 1: {
|
|
gta->renderer.renderWorld();
|
|
glUseProgram(gta->renderer.worldProgram);
|
|
glm::mat4 proj = gta->renderer.camera.frustum.projection();
|
|
glm::mat4 view = gta->renderer.camera.frustum.view;
|
|
glUniformMatrix4fv(gta->renderer.uniView, 1, GL_FALSE, glm::value_ptr(view));
|
|
glUniformMatrix4fv(gta->renderer.uniProj, 1, GL_FALSE, glm::value_ptr(proj));
|
|
gta->renderer.renderPaths();
|
|
break;
|
|
}
|
|
case 2: {
|
|
glUseProgram(gta->renderer.worldProgram);
|
|
glm::mat4 proj = gta->renderer.camera.frustum.projection();
|
|
glm::mat4 view = gta->renderer.camera.frustum.view;
|
|
glUniformMatrix4fv(gta->renderer.uniView, 1, GL_FALSE, glm::value_ptr(view));
|
|
glUniformMatrix4fv(gta->renderer.uniProj, 1, GL_FALSE, glm::value_ptr(proj));
|
|
gta->dynamicsWorld->debugDrawWorld();
|
|
debugDrawer->drawAllLines();
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
window.resetGLStates();
|
|
|
|
std::stringstream ss;
|
|
ss << std::setfill('0') << "Time: " << std::setw(2) << gta->getHour()
|
|
<< ":" << std::setw(2) << gta->getMinute() << std::endl;
|
|
ss << "Game Time: " << gta->gameTime << std::endl;
|
|
ss << "Camera: " << plyPos.x << " " << plyPos.y << " " << plyPos.z << std::endl;
|
|
|
|
if(debugObject) {
|
|
auto p = debugObject->getPosition();
|
|
ss << "Position: " << p.x << " " << p.y << " " << p.z << std::endl;
|
|
ss << "Health: " << debugObject->mHealth << std::endl;
|
|
if(debugObject->model) {
|
|
auto m = debugObject->model;
|
|
ss << "Textures: " << std::endl;
|
|
for(auto it = m->geometries.begin(); it != m->geometries.end();
|
|
++it )
|
|
{
|
|
auto g = *it;
|
|
for(auto itt = g->materials.begin(); itt != g->materials.end();
|
|
++itt)
|
|
{
|
|
for(auto tit = itt->textures.begin(); tit != itt->textures.end();
|
|
++tit)
|
|
{
|
|
ss << " " << tit->name << std::endl;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if(debugObject->type() == GameObject::Vehicle) {
|
|
GTAVehicle* vehicle = static_cast<GTAVehicle*>(debugObject);
|
|
ss << "ID: " << vehicle->info->handling.ID << std::endl;
|
|
}
|
|
}
|
|
|
|
if(showControls) {
|
|
ss << "F1 - Toggle Help" << std::endl;
|
|
ss << "F2 - Create Vehicle (with driver)" << std::endl;
|
|
ss << "F3 - Create Vehicle (with player)" << std::endl;
|
|
ss << "F4 - Create Vehicle (empty)" << std::endl;
|
|
ss << "F6 - Create all Vehicles" << std::endl;
|
|
ss << "F7 - Create all Pedestrians" << std::endl;
|
|
ss << "F9 - Display Object Information" << std::endl;
|
|
}
|
|
|
|
sf::Text text(ss.str(), font, 15);
|
|
text.setPosition(10, 10);
|
|
window.draw(text);
|
|
|
|
while( gta->log.size() > 0 && gta->log.front().time + 10.f < gta->gameTime ) {
|
|
gta->log.pop_front();
|
|
}
|
|
|
|
sf::Vector2f tpos(10.f, window.getSize().y - 30.f);
|
|
text.setCharacterSize(15);
|
|
for(auto it = gta->log.begin(); it != gta->log.end(); ++it) {
|
|
text.setString(it->message);
|
|
switch(it->type) {
|
|
case GameWorld::LogEntry::Error:
|
|
text.setColor(sf::Color::Red);
|
|
break;
|
|
case GameWorld::LogEntry::Warning:
|
|
text.setColor(sf::Color::Yellow);
|
|
break;
|
|
default:
|
|
text.setColor(sf::Color::White);
|
|
break;
|
|
}
|
|
|
|
// Interpolate the color
|
|
auto c = text.getColor();
|
|
c.a = (gta->gameTime - it->time > 5.f) ? 255 - (((gta->gameTime - it->time) - 5.f)/5.f) * 255 : 255;
|
|
text.setColor(c);
|
|
|
|
text.setPosition(tpos);
|
|
window.draw(text);
|
|
tpos.y -= text.getLocalBounds().height;
|
|
}
|
|
|
|
static size_t fc = 0;
|
|
if(fc++ == 60)
|
|
{
|
|
std::cout << "Rendered: " << gta->renderer.rendered << " / Culled: " << gta->renderer.culled << std::endl;
|
|
fc = 0;
|
|
}
|
|
}
|
|
|
|
GenericState pauseState(
|
|
[](State* self)
|
|
{
|
|
Menu *m = new Menu(font);
|
|
m->offset = glm::vec2(50.f, 100.f);
|
|
m->addEntry(Menu::lambda("Continue", [] { StateManager::get().exit(); }));
|
|
m->addEntry(Menu::lambda("Options", [] { std::cout << "Options" << std::endl; }));
|
|
m->addEntry(Menu::lambda("Exit", [] { window.close(); }));
|
|
self->enterMenu(m);
|
|
lockCursor(false);
|
|
},
|
|
[](State* self, float dt)
|
|
{
|
|
|
|
},
|
|
[](State* self)
|
|
{
|
|
delete self->currentMenu;
|
|
},
|
|
[](State* self, const sf::Event& e)
|
|
{
|
|
switch(e.type) {
|
|
case sf::Event::KeyPressed:
|
|
switch(e.key.code) {
|
|
case sf::Keyboard::Escape:
|
|
StateManager::get().exit();
|
|
break;
|
|
default: break;
|
|
}
|
|
break;
|
|
default: break;
|
|
}
|
|
}
|
|
);
|
|
|
|
GenericState gameState(
|
|
[](State* self)
|
|
{
|
|
lockCursor(true);
|
|
// TODO: create game state object
|
|
// so we can track if we already
|
|
// Started or not.
|
|
if(! player) {
|
|
command("player");
|
|
}
|
|
},
|
|
[](State* self, float dt)
|
|
{
|
|
|
|
},
|
|
[](State* self)
|
|
{
|
|
|
|
},
|
|
[](State* self, const sf::Event& e)
|
|
{
|
|
switch(e.type) {
|
|
case sf::Event::KeyPressed:
|
|
switch(e.key.code) {
|
|
case sf::Keyboard::Escape:
|
|
StateManager::get().enter(&pauseState);
|
|
break;
|
|
default: break;
|
|
}
|
|
break;
|
|
default: break;
|
|
}
|
|
}
|
|
);
|
|
|
|
GenericState menuState(
|
|
[](State* self)
|
|
{
|
|
Menu *m = new Menu(font);
|
|
m->offset = glm::vec2(50.f, 100.f);
|
|
m->addEntry(Menu::lambda("Test", [] { StateManager::get().enter(&gameState); }));
|
|
m->addEntry(Menu::lambda("Options", [] { std::cout << "Options" << std::endl; }));
|
|
m->addEntry(Menu::lambda("Exit", [] { window.close(); }));
|
|
self->enterMenu(m);
|
|
lockCursor(false);
|
|
},
|
|
[](State* self, float dt)
|
|
{
|
|
|
|
},
|
|
[](State* self)
|
|
{
|
|
},
|
|
[](State* self, const sf::Event& e)
|
|
{
|
|
switch(e.type) {
|
|
case sf::Event::KeyPressed:
|
|
switch(e.key.code) {
|
|
case sf::Keyboard::Escape:
|
|
StateManager::get().exit();
|
|
default: break;
|
|
}
|
|
break;
|
|
default: break;
|
|
}
|
|
}
|
|
);
|
|
|
|
int main(int argc, char *argv[])
|
|
{
|
|
if (argc < 2) {
|
|
std::cout << "Usage: " << argv[0] << " <path to GTA3 root folder>" << std::endl;
|
|
exit(1);
|
|
}
|
|
|
|
if(! font.loadFromFile("DejaVuSansMono.ttf")) {
|
|
std::cerr << "Failed to load font" << std::endl;
|
|
}
|
|
|
|
glewExperimental = GL_TRUE;
|
|
glewInit();
|
|
|
|
bool loadWorld = false;
|
|
size_t w = WIDTH, h = HEIGHT;
|
|
int c;
|
|
while( (c = getopt(argc, argv, "w:h:l")) != -1) {
|
|
switch(c) {
|
|
case 'w':
|
|
w = atoi(optarg);
|
|
break;
|
|
case 'h':
|
|
h = atoi(optarg);
|
|
break;
|
|
case 'l':
|
|
loadWorld = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
sf::ContextSettings cs;
|
|
cs.depthBits = 32;
|
|
window.create(sf::VideoMode(w, h), "", sf::Style::Default, cs);
|
|
window.setVerticalSyncEnabled(true);
|
|
window.setMouseCursorVisible(false);
|
|
|
|
init(argv[optind], loadWorld);
|
|
|
|
sf::Clock clock;
|
|
|
|
StateManager::get().enter(&menuState);
|
|
|
|
float accum = 0.f;
|
|
float ts = 1.f / 60.f;
|
|
|
|
// Loop until the window is closed or we run out of state.
|
|
while (window.isOpen() && StateManager::get().states.size()) {
|
|
sf::Event event;
|
|
while (window.pollEvent(event)) {
|
|
handleGlobalEvent(event);
|
|
handleCommandEvent(event);
|
|
handleInputEvent(event);
|
|
|
|
StateManager::get().states.back()->handleEvent(event);
|
|
}
|
|
|
|
accum += clock.restart().asSeconds();
|
|
|
|
while ( accum >= ts ) {
|
|
update(ts);
|
|
accum -= ts;
|
|
}
|
|
|
|
render();
|
|
|
|
StateManager::get().draw(window);
|
|
|
|
window.display();
|
|
|
|
}
|
|
|
|
return 0;
|
|
}
|