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- /*
- * Copyright (C) 2023 Christopher J. Howard
- *
- * This file is part of Antkeeper source code.
- *
- * Antkeeper source code is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
- *
- * Antkeeper source code is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
- */
-
- #ifndef ANTKEEPER_GAME_HPP
- #define ANTKEEPER_GAME_HPP
-
- #include "game/ecoregion.hpp"
- #include "game/states/game-state.hpp"
- #include <AL/al.h>
- #include <AL/alc.h>
- #include <engine/animation/tween.hpp>
- #include <engine/app/input-manager.hpp>
- #include <engine/app/window-manager.hpp>
- #include <engine/entity/id.hpp>
- #include <engine/entity/registry.hpp>
- #include <engine/event/subscription.hpp>
- #include <engine/gl/framebuffer.hpp>
- #include <engine/gl/rasterizer.hpp>
- #include <engine/gl/texture-2d.hpp>
- #include <engine/i18n/string-map.hpp>
- #include <engine/input/action-map.hpp>
- #include <engine/input/action.hpp>
- #include <engine/input/mapper.hpp>
- #include <engine/math/moving-average.hpp>
- #include <engine/render/anti-aliasing-method.hpp>
- #include <engine/render/material-variable.hpp>
- #include <engine/render/material.hpp>
- #include <engine/type/bitmap-font.hpp>
- #include <engine/type/typeface.hpp>
- #include <engine/utility/dict.hpp>
- #include <engine/utility/fundamental-types.hpp>
- #include <engine/utility/state-machine.hpp>
- #include <engine/utility/frame-scheduler.hpp>
- #include <engine/scene/text.hpp>
- #include <engine/scene/directional-light.hpp>
- #include <engine/scene/spot-light.hpp>
- #include <engine/scene/ambient-light.hpp>
- #include <engine/scene/camera.hpp>
- #include <engine/scene/billboard.hpp>
- #include <engine/scene/collection.hpp>
- #include <engine/scene/text.hpp>
- #include <engine/math/angles.hpp>
- #include <entt/entt.hpp>
- #include <filesystem>
- #include <memory>
- #include <optional>
- #include <queue>
- #include <string>
- #include <unordered_map>
- #include <random>
- #include <vector>
-
- // Forward declarations
- class animator;
- class resource_manager;
- class screen_transition;
- class timeline;
-
- template <typename T> class animation;
-
- namespace debug
- {
- class cli;
- }
-
- namespace render
- {
- class bloom_pass;
- class clear_pass;
- class compositor;
- class final_pass;
- class fxaa_pass;
- class resample_pass;
- class material_pass;
- class renderer;
- class outline_pass;
- class shadow_map_pass;
- class simple_render_pass;
- class sky_pass;
- class ground_pass;
- }
-
-
- // Forward declarations of system types.
- class astronomy_system;
- class atmosphere_system;
- class behavior_system;
- class blackbody_system;
- class camera_system;
- class collision_system;
- class constraint_system;
- class locomotion_system;
- class nest_system;
- class orbit_system;
- class render_system;
- class spatial_system;
- class spring_system;
- class steering_system;
- class physics_system;
- class subterrain_system;
- class terrain_system;
-
- struct control_profile;
-
-
- class game
- {
- public:
- /**
- * Boots up the game.
- *
- * @param argc Command line argument count.
- * @param argv Command line argument vector.
- */
- game(int argc, const char* const* argv);
-
- /**
- * Boots down the game.
- */
- ~game();
-
- /**
- * Executes the game.
- */
- void execute();
-
- // Command-line options
- std::optional<bool> option_continue;
- std::optional<std::string> option_data;
- std::optional<bool> option_fullscreen;
- std::optional<bool> option_new_game;
- std::optional<bool> option_quick_start;
- std::optional<bool> option_reset;
- std::optional<bool> option_v_sync;
- std::optional<bool> option_windowed;
-
- // Resource management and paths
- std::unique_ptr<resource_manager> resource_manager;
- std::filesystem::path data_package_path;
- std::filesystem::path mods_path;
- std::filesystem::path local_config_path;
- std::filesystem::path shared_config_path;
- std::filesystem::path saves_path;
- std::filesystem::path screenshots_path;
- std::filesystem::path controls_path;
-
- // Persistent settings
- std::shared_ptr<dict<hash::fnv1a32_t>> settings;
-
- // Window management and window event handling
- std::unique_ptr<app::window_manager> window_manager;
- std::shared_ptr<app::window> window;
- bool closed;
- std::shared_ptr<::event::subscription> window_closed_subscription;
- std::shared_ptr<::event::subscription> window_resized_subscription;
-
- // Input management and input event handling
- std::unique_ptr<app::input_manager> input_manager;
- std::shared_ptr<::event::subscription> application_quit_subscription;
- std::shared_ptr<::event::subscription> gamepad_axis_moved_subscription;
- std::shared_ptr<::event::subscription> gamepad_button_pressed_subscription;
- std::shared_ptr<::event::subscription> mouse_button_pressed_subscription;
- std::shared_ptr<::event::subscription> mouse_moved_subscription;
- std::shared_ptr<::event::subscription> mouse_scrolled_subscription;
- bool gamepad_active;
-
- // Localization and internationalization
- std::string language_tag;
- std::shared_ptr<i18n::string_map> string_map;
-
- // Fonts
- std::unordered_map<hash::fnv1a32_t, std::shared_ptr<type::typeface>> typefaces;
- type::bitmap_font debug_font;
- type::bitmap_font menu_font;
- type::bitmap_font title_font;
- std::shared_ptr<render::material> debug_font_material;
- std::shared_ptr<render::material> menu_font_material;
- std::shared_ptr<render::material> title_font_material;
-
- // Action maps, actions, and action event handling
- std::string control_profile_filename;
- std::shared_ptr<::control_profile> control_profile;
-
- std::unordered_map<hash::fnv1a32_t, input::action> actions;
- input::action_map window_action_map;
- input::action_map menu_action_map;
- input::action_map movement_action_map;
- input::action_map keeper_action_map;
- input::mapper input_mapper;
-
- input::action fullscreen_action;
- input::action screenshot_action;
- input::action menu_up_action;
- input::action menu_down_action;
- input::action menu_left_action;
- input::action menu_right_action;
- input::action menu_select_action;
- input::action menu_back_action;
- input::action menu_modifier_action;
- input::action move_forward_action;
- input::action move_back_action;
- input::action move_left_action;
- input::action move_right_action;
- input::action move_up_action;
- input::action move_down_action;
- input::action pause_action;
- input::action mouse_pick_action;
- input::action mouse_look_action;
- input::action focus_action;
-
- std::vector<std::shared_ptr<::event::subscription>> window_action_subscriptions;
- std::vector<std::shared_ptr<::event::subscription>> menu_action_subscriptions;
- std::vector<std::shared_ptr<::event::subscription>> menu_mouse_subscriptions;
- std::vector<std::shared_ptr<::event::subscription>> movement_action_subscriptions;
-
- // Control settings
- double mouse_radians_per_pixel{math::radians(0.1)};
- double mouse_pan_sensitivity{1.0};
- double mouse_tilt_sensitivity{1.0};
- bool invert_mouse_pan{false};
- bool invert_mouse_tilt{false};
- bool toggle_mouse_look{false};
- double mouse_pan_factor{1.0};
- double mouse_tilt_factor{1.0};
-
- // Debugging
- std::unique_ptr<scene::text> frame_time_text;
- std::unique_ptr<debug::cli> cli;
-
- // Hierarchichal state machine
- hsm::state_machine<game_state> state_machine;
- std::function<void()> resume_callback;
-
- // Queue for scheduling "next frame" function calls
- std::queue<std::function<void()>> function_queue;
-
- // Framebuffers
- std::unique_ptr<gl::texture_2d> hdr_color_texture;
- std::unique_ptr<gl::texture_2d> hdr_depth_texture;
- std::unique_ptr<gl::framebuffer> hdr_framebuffer;
- std::unique_ptr<gl::texture_2d> ldr_color_texture_a;
- std::unique_ptr<gl::framebuffer> ldr_framebuffer_a;
- std::unique_ptr<gl::texture_2d> ldr_color_texture_b;
- std::unique_ptr<gl::framebuffer> ldr_framebuffer_b;
- std::unique_ptr<gl::texture_2d> shadow_map_depth_texture;
- std::unique_ptr<gl::framebuffer> shadow_map_framebuffer;
-
- // Rendering
- //gl::rasterizer* rasterizer;
- int2 render_resolution;
- float render_scale;
- int shadow_map_resolution;
- std::unique_ptr<render::clear_pass> ui_clear_pass;
- std::unique_ptr<render::material_pass> ui_material_pass;
- std::unique_ptr<render::compositor> ui_compositor;
- std::unique_ptr<render::bloom_pass> bloom_pass;
- std::unique_ptr<render::final_pass> common_final_pass;
- std::unique_ptr<render::fxaa_pass> fxaa_pass;
- std::unique_ptr<render::resample_pass> resample_pass;
- std::unique_ptr<render::clear_pass> underground_clear_pass;
- std::unique_ptr<render::material_pass> underground_material_pass;
- std::unique_ptr<render::compositor> underground_compositor;
- std::unique_ptr<render::clear_pass> surface_shadow_map_clear_pass;
- std::unique_ptr<render::shadow_map_pass> surface_shadow_map_pass;
- std::unique_ptr<render::clear_pass> surface_clear_pass;
- std::unique_ptr<render::sky_pass> sky_pass;
- std::unique_ptr<render::material_pass> surface_material_pass;
- std::unique_ptr<render::outline_pass> surface_outline_pass;
- std::unique_ptr<render::compositor> surface_compositor;
- std::unique_ptr<render::ground_pass> ground_pass;
- std::unique_ptr<render::renderer> renderer;
-
- // Scene utilities
- scene::collection* active_scene;
- std::unique_ptr<scene::directional_light> sun_light;
- std::unique_ptr<scene::directional_light> moon_light;
- std::unique_ptr<scene::ambient_light> sky_light;
- std::unique_ptr<scene::directional_light> bounce_light;
-
- // UI
- std::unique_ptr<scene::collection> ui_scene;
- std::unique_ptr<scene::camera> ui_camera;
- std::unique_ptr<scene::billboard> menu_bg_billboard;
- std::shared_ptr<render::material> menu_bg_material;
- std::unique_ptr<animation<float>> menu_fade_animation;
- std::unique_ptr<animation<float>> menu_bg_fade_in_animation;
- std::unique_ptr<animation<float>> menu_bg_fade_out_animation;
-
- float font_scale;
- bool dyslexia_font;
- float debug_font_size_pt;
- float menu_font_size_pt;
- float title_font_size_pt;
-
- std::vector<std::function<void()>> menu_select_callbacks;
- std::vector<std::function<void()>> menu_left_callbacks;
- std::vector<std::function<void()>> menu_right_callbacks;
- std::function<void()> menu_back_callback;
- std::vector<std::tuple<scene::text*, scene::text*>> menu_item_texts;
- std::unordered_map<hash::fnv1a32_t, int> menu_item_indices;
- int* menu_item_index;
-
- // Scene
- std::unique_ptr<scene::collection> surface_scene;
- std::shared_ptr<scene::camera> surface_camera;
- std::unique_ptr<scene::collection> underground_scene;
- std::shared_ptr<scene::camera> underground_camera;
- std::unique_ptr<scene::ambient_light> underground_ambient_light;
- std::unique_ptr<scene::spot_light> flashlight_spot_light;
-
- // Animation
- std::unique_ptr<timeline> timeline;
- std::unique_ptr<animator> animator;
- std::unique_ptr<animation<float>> radial_transition_in;
- std::unique_ptr<animation<float>> radial_transition_out;
- std::unique_ptr<screen_transition> fade_transition;
- std::shared_ptr<render::material_float3> fade_transition_color;
- std::unique_ptr<screen_transition> radial_transition_inner;
- std::unique_ptr<screen_transition> radial_transition_outer;
- std::unique_ptr<animation<float>> equip_tool_animation;
- std::unique_ptr<animation<float>> unequip_tool_animation;
-
- // Sound
- ALCdevice* alc_device;
- ALCcontext* alc_context;
- float master_volume;
- float ambience_volume;
- float effects_volume;
- bool mono_audio;
- bool captions;
- float captions_size;
-
- // Random number generation
- std::mt19937 rng;
-
- // Entities
- std::unique_ptr<entity::registry> entity_registry;
- std::unordered_map<hash::fnv1a32_t, entity::id> entities;
-
- // Systems
- std::unique_ptr<::behavior_system> behavior_system;
- std::unique_ptr<::camera_system> camera_system;
- std::unique_ptr<::collision_system> collision_system;
- std::unique_ptr<::constraint_system> constraint_system;
- std::unique_ptr<::steering_system> steering_system;
- std::unique_ptr<::locomotion_system> locomotion_system;
- std::unique_ptr<::physics_system> physics_system;
- std::unique_ptr<::render_system> render_system;
- std::unique_ptr<::subterrain_system> subterrain_system;
- std::unique_ptr<::terrain_system> terrain_system;
- std::unique_ptr<::spring_system> spring_system;
- std::unique_ptr<::spatial_system> spatial_system;
- std::unique_ptr<::blackbody_system> blackbody_system;
- std::unique_ptr<::atmosphere_system> atmosphere_system;
- std::unique_ptr<::astronomy_system> astronomy_system;
- std::unique_ptr<::orbit_system> orbit_system;
-
- // Frame timing
- float fixed_update_rate{60.0};
- float max_frame_rate{120.0};
- bool limit_frame_rate{false};
- ::frame_scheduler frame_scheduler;
- math::moving_average<float> average_frame_duration;
-
- double3 rgb_wavelengths;
- std::shared_ptr<ecoregion> active_ecoregion;
- render::anti_aliasing_method anti_aliasing_method;
-
- private:
- void parse_options(int argc, const char* const* argv);
- void setup_resources();
- void load_settings();
- void setup_window();
- void setup_input();
- void load_strings();
- void setup_rendering();
- void setup_audio();
- void setup_scenes();
- void setup_animation();
- void setup_ui();
- void setup_rng();
- void setup_entities();
- void setup_systems();
- void setup_controls();
- void setup_debugging();
- void setup_timing();
-
- void shutdown_audio();
-
- void fixed_update(::frame_scheduler::duration_type fixed_update_time, ::frame_scheduler::duration_type fixed_update_interval);
- void variable_update(::frame_scheduler::duration_type fixed_update_time, ::frame_scheduler::duration_type fixed_update_interval, ::frame_scheduler::duration_type accumulated_time);
- };
-
- #endif // ANTKEEPER_GAME_HPP
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