/* * 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/sphere-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; class ik_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::action_map ant_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 mouse_grip_action; input::action mouse_zoom_action; input::action focus_action; input::action camera_1_action; input::action camera_2_action; input::action camera_3_action; input::action camera_4_action; input::action camera_5_action; input::action camera_6_action; input::action camera_7_action; input::action camera_8_action; input::action camera_9_action; input::action camera_10_action; input::action save_camera_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}; bool toggle_mouse_grip{false}; bool toggle_mouse_zoom{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::shared_ptr<gl::texture_2d> shadow_map_depth_texture; std::shared_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; // 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::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; std::unique_ptr<scene::collection> underground_scene; std::shared_ptr<scene::camera> underground_camera; std::unique_ptr<scene::directional_light> underground_directional_light; std::unique_ptr<scene::ambient_light> underground_ambient_light; std::unique_ptr<scene::sphere_light> underground_sphere_light; scene::collection* active_scene; // 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<::ik_system> ik_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