/* * Copyright (C) 2017-2019 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 . */ #ifndef GAME_HPP #define GAME_HPP #include using namespace Emergent; #include "state-machine.hpp" #include "entity/entity-id.hpp" #include "scheduled-function-event.hpp" #include "resources/string-table.hpp" #include #include #include #include #include #include class GameState; class SplashState; class SandboxState; class UIContainer; class UIBatcher; class UIImage; class UILabel; class UIRenderPass; class ClearRenderPass; class SkyRenderPass; class ShadowMapRenderPass; class LightingRenderPass; class SilhouetteRenderPass; class FinalRenderPass; class ResourceManager; class CameraRig; class OrbitCam; class FreeCam; class Tool; class Lens; class Forceps; class Brush; class ParticleSystem; class EntityManager; class ComponentManager; class SystemManager; class SoundSystem; class CollisionSystem; class RenderSystem; class CameraSystem; class ToolSystem; class BehaviorSystem; class SteeringSystem; class LocomotionSystem; class TerrainSystem; class ComponentBase; class Menu; class MenuItem; class CommandInterpreter; class Logger; enum class ComponentType; class Game: public Application, public StateMachine, public EventHandler { public: /** * Creates a game instance. * * @param argc Argument count * @param argv Argument list */ Game(int argc, char* argv[]); /// Destroys a game instance. virtual ~Game(); /** * Gets a string in the current language. * * @param name Name of the string. * @return String in the current language. */ std::string getString(const std::string& name, std::optional languageIndex = std::nullopt) const; /** * Changes the current language. * * @param languageIndex Index of the language to use. */ void changeLanguage(std::size_t nextLanguageIndex); void nextLanguage(); /// Returns the number of available languages. std::size_t getLanguageCount() const; /// Returns the index of the current language. std::size_t getCurrentLanguageIndex() const; void openMenu(Menu* menu, int selectedItemIndex); void closeCurrentMenu(); void selectMenuItem(int index, bool tween); void selectNextMenuItem(); void selectPreviousMenuItem(); void activateMenuItem(); void activateLastMenuItem(); void toggleFullscreen(); void toggleVSync(); void setUpdateRate(double frequency); void disableNonSystemControls(); /** * Changes the game state. * * @param state New game state. */ void changeState(GameState* state); const EventDispatcher* getEventDispatcher() const; EventDispatcher* getEventDispatcher(); const Animator* getAnimator() const; Animator* getAnimator(); void fadeIn(float duration, const Vector3& color, std::function callback); void fadeOut(float duration, const Vector3& color, std::function callback); void stopFade(); void selectTool(int toolIndex); private: virtual void setup(); virtual void input(); virtual void update(float t, float dt); virtual void render(); virtual void exit(); virtual void handleEvent(const WindowResizedEvent& event); virtual void handleEvent(const GamepadConnectedEvent& event); virtual void handleEvent(const GamepadDisconnectedEvent& event); virtual void handleEvent(const ScheduledFunctionEvent& event); #if defined(DEBUG) void setupDebugging(); #endif void setupLocalization(); void setupWindow(); void setupGraphics(); void setupUI(); void setupControls(); void setupGameplay(); void resetSettings(); void loadSettings(); void saveSettings(); void loadStrings(); void loadFonts(); void loadControlProfile(const std::string& profileName); void saveControlProfile(const std::string& profileName); std::array getInputMappingStrings(const InputMapping* mapping); void remapControl(Control* control); void resetControls(); // Callback for the input mapper void inputMapped(const InputMapping& mapping); void resizeUI(int w, int h); void restringUI(); void restringControlMenuItem(MenuItem* item, const std::string& name); void resizeRenderTargets(); void setTimeOfDay(float time); void queueScreenshot(); void screenshot(); // State functions void enterLanguageSelectState(); void exitLanguageSelectState(); void enterSplashState(); void exitSplashState(); void enterLoadingState(); void exitLoadingState(); void enterTitleState(); void exitTitleState(); void enterPlayState(); void exitPlayState(); void languageSelected(); void skipSplash(); void togglePause(); void continueGame(); void newGame(); void returnToMainMenu(); void interpretCommands(); public: EntityID createInstance(); EntityID createNamedInstance(const std::string& instanceName); EntityID createInstanceOf(const std::string& templateName); EntityID createNamedInstanceOf(const std::string& templateName, const std::string& instanceName); void selectInstance(EntityID entity); void selectNamedInstance(const std::string& instanceName); void destroyInstance(EntityID entity); void addComponent(EntityID entity, ComponentBase* component); void removeComponent(EntityID entity, ComponentType type); void setTranslation(EntityID entity, const Vector3& translation); void setRotation(EntityID entity, const Quaternion& rotation); void setScale(EntityID entity, const Vector3& scale); void setTerrainPatchPosition(EntityID entity, const std::tuple& position); void boxSelect(float x, float y, float w, float h); template bool readSetting(const std::string& name, T* value) const; public: // Game states StateMachine::State languageSelectState; StateMachine::State splashState; StateMachine::State loadingState; StateMachine::State titleState; StateMachine::State playState; GameState* currentState; SandboxState* sandboxState; // Paths std::string dataPath; std::string configPath; std::string controlsPath; // Settings bool firstRun; StringTable* settingsTable; StringTableIndex settingsTableIndex; // Localization StringTable* stringTable; StringTableIndex stringTableIndex; std::size_t languageCount; std::size_t currentLanguageIndex; // Window management Window* window; int w, h; float dpi; float fontSizePX; // Input Mouse* mouse; Keyboard* keyboard; // Master control set ControlSet controls; // System control set ControlSet systemControls; Control exitControl; Control toggleFullscreenControl; Control takeScreenshotControl; // Menu control set ControlSet menuControls; Control menuUpControl; Control menuDownControl; Control menuLeftControl; Control menuRightControl; Control menuActivateControl; Control menuBackControl; // Camera control set ControlSet cameraControls; Control moveForwardControl; Control moveLeftControl; Control moveBackControl; Control moveRightControl; Control zoomInControl; Control zoomOutControl; Control orbitCCWControl; Control orbitCWControl; Control adjustCameraControl; Control dragCameraControl; Control pauseControl; // Tool control set ControlSet toolControls; Control changeToolControl; Control useToolControl; // Editor control set ControlSet editorControls; Control toggleEditModeControl; // Map of control names std::map controlNameMap; // Input mapper InputMapper* inputMapper; // Logic float time; float timestep; // UI Font* debugFont; Font* menuFont; std::vector languageSelectionFonts; BillboardBatch* uiBatch; UIBatcher* uiBatcher; UIContainer* uiRootElement; UIImage* splashBackgroundImage; UIImage* splashImage; UIContainer* hudContainer; UIImage* toolIndicatorBGImage; UIImage* toolIndicatorIconImage; Rect* toolIndicatorsBounds; UIImage* toolIconBrushImage; UIImage* toolIconLensImage; UIImage* toolIconForcepsImage; UIImage* toolIconSpadeImage; UIImage* toolIconCameraImage; UIImage* toolIconMicrochipImage; UIImage* toolIconTestTubeImage; UIContainer* buttonContainer; UIImage* playButtonBGImage; UIImage* fastForwardButtonBGImage; UIImage* pauseButtonBGImage; UIImage* playButtonImage; UIImage* fastForwardButtonImage; UIImage* pauseButtonImage; UIContainer* radialMenuContainer; UIImage* radialMenuBackgroundImage; UIImage* radialMenuImage; UIImage* radialMenuSelectorImage; UIImage* blackoutImage; UIImage* languageSelectBGImage; UIImage* cameraFlashImage; UIContainer* antTag; UIContainer* antLabelContainer; UILabel* fpsLabel; UILabel* antLabel; UIImage* antLabelTL; // Top-left UIImage* antLabelTR; // Top-right UIImage* antLabelBL; // Bottom-left UIImage* antLabelBR; // Bottom-right UIImage* antLabelCC; // Center-center UIImage* antLabelCT; // Center-top UIImage* antLabelCB; // Center-bottom UIImage* antLabelCL; // Center-left UIImage* antLabelCR; // Center-right UIImage* antLabelPinHole; UIImage* antPin; UIImage* boxSelectionImageBackground; UIImage* boxSelectionImageTop; UIImage* boxSelectionImageBottom; UIImage* boxSelectionImageLeft; UIImage* boxSelectionImageRight; UIContainer* boxSelectionContainer; float boxSelectionBorderWidth; UIImage* cameraGridY0Image; UIImage* cameraGridY1Image; UIImage* cameraGridX0Image; UIImage* cameraGridX1Image; UIImage* cameraReticleImage; UIContainer* cameraGridContainer; Vector4 cameraGridColor; Vector4 cameraReticleColor; // Menu selection UIImage* menuSelectorImage; Menu* currentMenu; Menu* previousMenu; MenuItem* currentMenuItem; MenuItem* previousMenuItem; int menuItemIndex; Vector4 standardMenuActiveColor; Vector4 standardMenuInactiveColor; Vector4 languageMenuActiveColor; Vector4 languageMenuInactiveColor; Vector4 menuItemActiveColor; Vector4 menuItemInactiveColor; // Main menu Menu* mainMenu; MenuItem* mainMenuContinueItem; MenuItem* mainMenuNewGameItem; MenuItem* mainMenuColoniesItem; MenuItem* mainMenuSettingsItem; MenuItem* mainMenuQuitItem; // Settings menu Menu* settingsMenu; MenuItem* settingsMenuControlsItem; MenuItem* settingsMenuFullscreenItem; MenuItem* settingsMenuVSyncItem; MenuItem* settingsMenuLanguageItem; MenuItem* settingsMenuBackItem; // Controls menu Menu* controlsMenu; MenuItem* controlsMenuMoveForwardItem; MenuItem* controlsMenuMoveLeftItem; MenuItem* controlsMenuMoveBackItem; MenuItem* controlsMenuMoveRightItem; MenuItem* controlsMenuChangeToolItem; MenuItem* controlsMenuUseToolItem; MenuItem* controlsMenuAdjustCameraItem; MenuItem* controlsMenuPauseItem; MenuItem* controlsMenuToggleFullscreenItem; MenuItem* controlsMenuTakeScreenshotItem; MenuItem* controlsMenuResetToDefaultItem; MenuItem* controlsMenuBackItem; // Pause menu Menu* pauseMenu; MenuItem* pauseMenuResumeItem; MenuItem* pauseMenuSettingsItem; MenuItem* pauseMenuMainMenuItem; MenuItem* pauseMenuQuitItem; Menu* languageMenu; std::vector languageMenuItems; // Rendering Renderer renderer; RenderTarget defaultRenderTarget; ClearRenderPass* clearPass; ClearRenderPass* clearSilhouettePass; SkyRenderPass* skyPass; UIRenderPass* uiPass; Compositor uiCompositor; Compositor defaultCompositor; int shadowMapResolution; GLuint shadowMapDepthTextureID; GLuint shadowMapFramebuffer; RenderTarget shadowMapRenderTarget; ShadowMapRenderPass* shadowMapPass; Compositor shadowMapCompositor; Texture2D shadowMapDepthTexture; LightingRenderPass* lightingPass; SilhouetteRenderPass* silhouettePass; FinalRenderPass* finalPass; RenderTarget silhouetteRenderTarget; // Scene Scene* worldScene; Scene* uiScene; DirectionalLight sunlight; Camera camera; Camera sunlightCamera; Camera uiCamera; // Animation Animator animator; Animation antHillZoomAnimation; AnimationClip antHillZoomClip; Animation menuFadeAnimation; AnimationClip menuFadeInClip; AnimationClip menuFadeOutClip; Animation splashFadeInAnimation; Animation splashFadeOutAnimation; AnimationClip splashFadeInClip; AnimationClip splashFadeOutClip; Animation fadeInAnimation; Animation fadeOutAnimation; AnimationClip fadeInClip; AnimationClip fadeOutClip; std::function fadeInEndCallback; std::function fadeOutEndCallback; Animation cameraFlashAnimation; AnimationClip cameraFlashClip; Animation menuSelectorSlideAnimation; AnimationClip menuSelectorSlideClip; Animation menuItemSelectAnimation; AnimationClip menuItemSelectClip; Animation menuItemDeselectAnimation; AnimationClip menuItemDeselectClip; // Assets ResourceManager* resourceManager; Texture2D* splashTexture; Texture2D* hudSpriteSheetTexture; TextureAtlas hudTextureAtlas; Material* smokeMaterial; Model* lensModel; Model* forcepsModel; Model* brushModel; // Game CameraRig* cameraRig; OrbitCam* orbitCam; FreeCam* freeCam; Tool* currentTool; Lens* lens; Forceps* forceps; Brush* brush; // ECS EntityManager* entityManager; ComponentManager* componentManager; SystemManager* systemManager; SoundSystem* soundSystem; CollisionSystem* collisionSystem; CameraSystem* cameraSystem; RenderSystem* renderSystem; ToolSystem* toolSystem; BehaviorSystem* behaviorSystem; SteeringSystem* steeringSystem; LocomotionSystem* locomotionSystem; ParticleSystem* particleSystem; TerrainSystem* terrainSystem; bool screenshotQueued; bool paused; // Settings std::string language; Vector2 windowedResolution; Vector2 fullscreenResolution; bool fullscreen; bool vsync; float fontSizePT; std::string controlProfileName; bool toggleFullscreenDisabled; // Debugging Logger* logger; std::ofstream logFileStream; CommandInterpreter* cli; private: static void saveScreenshot(const std::string& filename, unsigned int width, unsigned int height, unsigned char* pixels); }; inline const EventDispatcher* Game::getEventDispatcher() const { return &eventDispatcher; } inline EventDispatcher* Game::getEventDispatcher() { return &eventDispatcher; } inline const Animator* Game::getAnimator() const { return &animator; } inline Animator* Game::getAnimator() { return &animator; } inline std::size_t Game::getLanguageCount() const { return languageCount; } inline std::size_t Game::getCurrentLanguageIndex() const { return currentLanguageIndex; } #endif // GAME_HPP