💿🐜 Antkeeper source code https://antkeeper.com
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

454 lines
15 KiB

/*
* 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/texture.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/math/vector.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/rectangle-light.hpp>
#include <engine/scene/spot-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 compositor;
class final_pass;
class resample_pass;
class material_pass;
class renderer;
class simple_render_pass;
class sky_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 animation_system;
class nest_system;
class orbit_system;
class render_system;
class spatial_system;
class steering_system;
class reproductive_system;
class metabolic_system;
class metamorphosis_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 fullscreen_action;
input::action screenshot_action;
input::action_map menu_action_map;
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_map movement_action_map;
input::mapper input_mapper;
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 move_fast_action;
input::action move_slow_action;
input::action pause_action;
input::action_map camera_action_map;
input::action camera_mouse_pick_action;
input::action camera_mouse_look_action;
input::action camera_mouse_drag_action;
input::action camera_mouse_zoom_action;
input::action camera_zoom_in_action;
input::action camera_zoom_out_action;
input::action camera_orbit_left_action;
input::action camera_orbit_right_action;
input::action camera_orbit_up_action;
input::action camera_orbit_down_action;
input::action camera_look_ahead_action;
input::action camera_preset_1_action;
input::action camera_preset_2_action;
input::action camera_preset_3_action;
input::action camera_preset_4_action;
input::action camera_preset_5_action;
input::action camera_preset_6_action;
input::action camera_preset_7_action;
input::action camera_preset_8_action;
input::action camera_preset_9_action;
input::action camera_preset_10_action;
input::action camera_save_preset_action;
input::action_map ant_action_map;
input::action ant_move_forward_action;
input::action ant_move_back_action;
input::action ant_move_left_action;
input::action ant_move_right_action;
input::action ant_move_fast_action;
input::action ant_move_slow_action;
input::action ant_interact_action;
input::action ant_oviposit_action;
input::action_map debug_action_map;
input::action toggle_debug_ui_action;
input::action adjust_exposure_action;
input::action adjust_time_action;
std::vector<std::shared_ptr<::event::subscription>> event_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;
// Mouse settings
double mouse_radians_per_pixel{math::radians(0.1)};
double mouse_pan_sensitivity{1.0};
double mouse_tilt_sensitivity{1.0};
bool mouse_invert_pan{false};
bool mouse_invert_tilt{false};
double mouse_pan_factor{1.0};
double mouse_tilt_factor{1.0};
bool toggle_mouse_look{false};
bool toggle_mouse_grip{false};
bool toggle_mouse_zoom{false};
float zoom_steps{6.0};
// Gamepad settings
double gamepad_radians_per_second{math::radians(180.0)};
double gamepad_pan_sensitivity{1.0};
double gamepad_tilt_sensitivity{1.0};
bool gamepad_invert_pan{false};
bool gamepad_invert_tilt{false};
double gamepad_pan_factor{1.0};
double gamepad_tilt_factor{1.0};
// Debugging
bool debug_ui_visible{false};
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::shared_ptr<gl::texture_2d> hdr_color_texture;
std::shared_ptr<gl::texture_2d> hdr_depth_texture;
std::shared_ptr<gl::framebuffer> hdr_framebuffer;
std::shared_ptr<gl::texture_2d> ldr_color_texture_a;
std::shared_ptr<gl::framebuffer> ldr_framebuffer_a;
std::shared_ptr<gl::texture_2d> ldr_color_texture_b;
std::shared_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
math::ivec2 render_resolution;
float render_scale;
int shadow_map_resolution;
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::resample_pass> resample_pass;
std::unique_ptr<render::material_pass> underground_material_pass;
std::unique_ptr<render::compositor> underground_compositor;
std::unique_ptr<render::sky_pass> sky_pass;
std::unique_ptr<render::material_pass> surface_material_pass;
std::unique_ptr<render::compositor> surface_compositor;
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::collection> underground_scene;
std::shared_ptr<scene::camera> underground_camera;
std::unique_ptr<scene::directional_light> underground_directional_light;
std::unique_ptr<scene::rectangle_light> underground_rectangle_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::matvar_fvec3> 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;
entity::id controlled_ant_eid{entt::null};
entity::id active_camera_eid{entt::null};
// 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<::reproductive_system> reproductive_system;
std::unique_ptr<::metabolic_system> metabolic_system;
std::unique_ptr<::metamorphosis_system> metamorphosis_system;
std::unique_ptr<::locomotion_system> locomotion_system;
std::unique_ptr<::ik_system> ik_system;
std::unique_ptr<::animation_system> animation_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<::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;
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