/*
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* Copyright (C) 2017-2019 Christopher J. Howard
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*
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* This file is part of Antkeeper Source Code.
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*
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* Antkeeper Source Code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper Source Code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper Source Code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef GAME_HPP
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#define GAME_HPP
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#include <emergent/emergent.hpp>
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using namespace Emergent;
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#include "state-machine.hpp"
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#include "entity/entity-id.hpp"
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#include "scheduled-function-event.hpp"
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#include "resources/string-table.hpp"
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#include <array>
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#include <map>
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#include <optional>
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#include <string>
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#include <vector>
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#include <fstream>
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class GameState;
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class SplashState;
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class SandboxState;
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class UIContainer;
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class UIBatcher;
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class UIImage;
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class UILabel;
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class UIRenderPass;
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class ClearRenderPass;
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class SkyRenderPass;
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class ShadowMapRenderPass;
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class LightingRenderPass;
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class SilhouetteRenderPass;
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class FinalRenderPass;
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class ResourceManager;
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class CameraRig;
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class OrbitCam;
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class FreeCam;
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class Tool;
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class Lens;
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class Forceps;
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class Brush;
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class ParticleSystem;
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class EntityManager;
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class ComponentManager;
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class SystemManager;
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class SoundSystem;
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class CollisionSystem;
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class RenderSystem;
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class CameraSystem;
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class ToolSystem;
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class BehaviorSystem;
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class SteeringSystem;
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class LocomotionSystem;
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class TerrainSystem;
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class ComponentBase;
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class Menu;
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class MenuItem;
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class CommandInterpreter;
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class Logger;
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enum class ComponentType;
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class Game:
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public Application,
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public StateMachine,
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public EventHandler<ScheduledFunctionEvent>
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{
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public:
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/**
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* Creates a game instance.
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*
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* @param argc Argument count
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* @param argv Argument list
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*/
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Game(int argc, char* argv[]);
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/// Destroys a game instance.
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virtual ~Game();
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/**
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* Gets a string in the current language.
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*
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* @param name Name of the string.
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* @return String in the current language.
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*/
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std::string getString(const std::string& name, std::optional<std::size_t> languageIndex = std::nullopt) const;
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/**
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* Changes the current language.
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*
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* @param languageIndex Index of the language to use.
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*/
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void changeLanguage(std::size_t nextLanguageIndex);
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void nextLanguage();
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/// Returns the number of available languages.
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std::size_t getLanguageCount() const;
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/// Returns the index of the current language.
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std::size_t getCurrentLanguageIndex() const;
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void openMenu(Menu* menu, int selectedItemIndex);
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void closeCurrentMenu();
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void selectMenuItem(int index, bool tween);
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void selectNextMenuItem();
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void selectPreviousMenuItem();
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void activateMenuItem();
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void activateLastMenuItem();
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void toggleFullscreen();
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void toggleVSync();
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void setUpdateRate(double frequency);
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void disableNonSystemControls();
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/**
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* Changes the game state.
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*
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* @param state New game state.
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*/
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void changeState(GameState* state);
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const EventDispatcher* getEventDispatcher() const;
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EventDispatcher* getEventDispatcher();
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const Animator* getAnimator() const;
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Animator* getAnimator();
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void fadeIn(float duration, const Vector3& color, std::function<void()> callback);
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void fadeOut(float duration, const Vector3& color, std::function<void()> callback);
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void stopFade();
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void selectTool(int toolIndex);
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private:
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virtual void setup();
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virtual void input();
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virtual void update(float t, float dt);
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virtual void render();
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virtual void exit();
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virtual void handleEvent(const WindowResizedEvent& event);
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virtual void handleEvent(const GamepadConnectedEvent& event);
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virtual void handleEvent(const GamepadDisconnectedEvent& event);
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virtual void handleEvent(const ScheduledFunctionEvent& event);
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void setupDebugging();
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void setupLocalization();
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void setupWindow();
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void setupGraphics();
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void setupUI();
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void setupControls();
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void setupGameplay();
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void resetSettings();
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void loadSettings();
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void saveSettings();
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void loadStrings();
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void loadFonts();
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void loadControlProfile(const std::string& profileName);
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void saveControlProfile(const std::string& profileName);
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std::array<std::string, 3> getInputMappingStrings(const InputMapping* mapping);
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void remapControl(Control* control);
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void resetControls();
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// Callback for the input mapper
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void inputMapped(const InputMapping& mapping);
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void resizeUI(int w, int h);
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void restringUI();
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void restringControlMenuItem(MenuItem* item, const std::string& name);
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void resizeRenderTargets();
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void setTimeOfDay(float time);
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void queueScreenshot();
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void screenshot();
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// State functions
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void enterLanguageSelectState();
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void exitLanguageSelectState();
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void enterSplashState();
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void exitSplashState();
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void enterLoadingState();
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void exitLoadingState();
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void enterTitleState();
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void exitTitleState();
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void enterPlayState();
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void exitPlayState();
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void languageSelected();
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void skipSplash();
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void togglePause();
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void continueGame();
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void newGame();
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void returnToMainMenu();
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void interpretCommands();
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public:
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EntityID createInstance();
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EntityID createNamedInstance(const std::string& instanceName);
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EntityID createInstanceOf(const std::string& templateName);
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EntityID createNamedInstanceOf(const std::string& templateName, const std::string& instanceName);
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void selectInstance(EntityID entity);
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void selectNamedInstance(const std::string& instanceName);
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void destroyInstance(EntityID entity);
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void addComponent(EntityID entity, ComponentBase* component);
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void removeComponent(EntityID entity, ComponentType type);
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void setTranslation(EntityID entity, const Vector3& translation);
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void setRotation(EntityID entity, const Quaternion& rotation);
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void setScale(EntityID entity, const Vector3& scale);
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void setTerrainPatchPosition(EntityID entity, const std::tuple<int, int>& position);
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void boxSelect(float x, float y, float w, float h);
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template <typename T>
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bool readSetting(const std::string& name, T* value) const;
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public:
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// Game states
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StateMachine::State languageSelectState;
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StateMachine::State splashState;
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StateMachine::State loadingState;
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StateMachine::State titleState;
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StateMachine::State playState;
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GameState* currentState;
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SandboxState* sandboxState;
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// Paths
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std::string dataPath;
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std::string configPath;
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std::string controlsPath;
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// Settings
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bool firstRun;
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StringTable* settingsTable;
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StringTableIndex settingsTableIndex;
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// Localization
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StringTable* stringTable;
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StringTableIndex stringTableIndex;
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std::size_t languageCount;
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std::size_t currentLanguageIndex;
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// Window management
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Window* window;
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int w, h;
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float dpi;
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float fontSizePX;
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// Input
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Mouse* mouse;
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Keyboard* keyboard;
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// Master control set
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ControlSet controls;
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// System control set
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ControlSet systemControls;
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Control exitControl;
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Control toggleFullscreenControl;
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Control takeScreenshotControl;
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// Menu control set
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ControlSet menuControls;
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Control menuUpControl;
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Control menuDownControl;
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Control menuLeftControl;
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Control menuRightControl;
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Control menuActivateControl;
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Control menuBackControl;
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// Camera control set
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ControlSet cameraControls;
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Control moveForwardControl;
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Control moveLeftControl;
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Control moveBackControl;
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Control moveRightControl;
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Control zoomInControl;
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Control zoomOutControl;
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Control orbitCCWControl;
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Control orbitCWControl;
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Control adjustCameraControl;
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Control dragCameraControl;
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Control pauseControl;
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// Tool control set
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ControlSet toolControls;
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Control changeToolControl;
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Control useToolControl;
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// Editor control set
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ControlSet editorControls;
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Control toggleEditModeControl;
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// Map of control names
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std::map<std::string, Control*> controlNameMap;
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// Input mapper
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InputMapper* inputMapper;
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// Logic
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float time;
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float timestep;
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// UI
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Font* debugFont;
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Font* menuFont;
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std::vector<Font*> languageSelectionFonts;
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BillboardBatch* uiBatch;
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UIBatcher* uiBatcher;
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UIContainer* uiRootElement;
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UIImage* splashBackgroundImage;
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UIImage* splashImage;
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UIContainer* hudContainer;
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UIImage* toolIndicatorBGImage;
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UIImage* toolIndicatorIconImage;
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Rect* toolIndicatorsBounds;
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UIImage* toolIconBrushImage;
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UIImage* toolIconLensImage;
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UIImage* toolIconForcepsImage;
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UIImage* toolIconSpadeImage;
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UIImage* toolIconCameraImage;
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UIImage* toolIconMicrochipImage;
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UIImage* toolIconTestTubeImage;
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UIContainer* buttonContainer;
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UIImage* playButtonBGImage;
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UIImage* fastForwardButtonBGImage;
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UIImage* pauseButtonBGImage;
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UIImage* playButtonImage;
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UIImage* fastForwardButtonImage;
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UIImage* pauseButtonImage;
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UIContainer* radialMenuContainer;
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UIImage* radialMenuBackgroundImage;
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UIImage* radialMenuImage;
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UIImage* radialMenuSelectorImage;
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UIImage* blackoutImage;
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UIImage* languageSelectBGImage;
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UIImage* cameraFlashImage;
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UIContainer* antTag;
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UIContainer* antLabelContainer;
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UILabel* fpsLabel;
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UILabel* antLabel;
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UIImage* antLabelTL; // Top-left
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UIImage* antLabelTR; // Top-right
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UIImage* antLabelBL; // Bottom-left
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UIImage* antLabelBR; // Bottom-right
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UIImage* antLabelCC; // Center-center
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UIImage* antLabelCT; // Center-top
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UIImage* antLabelCB; // Center-bottom
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UIImage* antLabelCL; // Center-left
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UIImage* antLabelCR; // Center-right
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UIImage* antLabelPinHole;
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UIImage* antPin;
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UIImage* boxSelectionImageBackground;
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UIImage* boxSelectionImageTop;
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UIImage* boxSelectionImageBottom;
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UIImage* boxSelectionImageLeft;
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UIImage* boxSelectionImageRight;
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UIContainer* boxSelectionContainer;
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float boxSelectionBorderWidth;
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UIImage* cameraGridY0Image;
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UIImage* cameraGridY1Image;
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UIImage* cameraGridX0Image;
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UIImage* cameraGridX1Image;
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UIImage* cameraReticleImage;
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UIContainer* cameraGridContainer;
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Vector4 cameraGridColor;
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Vector4 cameraReticleColor;
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// Menu selection
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UIImage* menuSelectorImage;
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Menu* currentMenu;
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Menu* previousMenu;
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MenuItem* currentMenuItem;
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MenuItem* previousMenuItem;
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int menuItemIndex;
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Vector4 standardMenuActiveColor;
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Vector4 standardMenuInactiveColor;
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Vector4 languageMenuActiveColor;
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Vector4 languageMenuInactiveColor;
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Vector4 menuItemActiveColor;
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Vector4 menuItemInactiveColor;
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// Main menu
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Menu* mainMenu;
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MenuItem* mainMenuContinueItem;
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MenuItem* mainMenuNewGameItem;
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MenuItem* mainMenuColoniesItem;
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MenuItem* mainMenuSettingsItem;
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MenuItem* mainMenuQuitItem;
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// Settings menu
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Menu* settingsMenu;
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MenuItem* settingsMenuControlsItem;
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MenuItem* settingsMenuFullscreenItem;
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MenuItem* settingsMenuVSyncItem;
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MenuItem* settingsMenuLanguageItem;
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MenuItem* settingsMenuBackItem;
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// Controls menu
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Menu* controlsMenu;
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MenuItem* controlsMenuMoveForwardItem;
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MenuItem* controlsMenuMoveLeftItem;
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MenuItem* controlsMenuMoveBackItem;
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MenuItem* controlsMenuMoveRightItem;
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MenuItem* controlsMenuChangeToolItem;
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MenuItem* controlsMenuUseToolItem;
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MenuItem* controlsMenuAdjustCameraItem;
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MenuItem* controlsMenuPauseItem;
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MenuItem* controlsMenuToggleFullscreenItem;
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MenuItem* controlsMenuTakeScreenshotItem;
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MenuItem* controlsMenuResetToDefaultItem;
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MenuItem* controlsMenuBackItem;
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// Pause menu
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Menu* pauseMenu;
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MenuItem* pauseMenuResumeItem;
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MenuItem* pauseMenuSettingsItem;
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MenuItem* pauseMenuMainMenuItem;
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MenuItem* pauseMenuQuitItem;
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Menu* languageMenu;
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std::vector<MenuItem*> languageMenuItems;
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// Rendering
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Renderer renderer;
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RenderTarget defaultRenderTarget;
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ClearRenderPass* clearPass;
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ClearRenderPass* clearSilhouettePass;
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SkyRenderPass* skyPass;
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UIRenderPass* uiPass;
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Compositor uiCompositor;
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Compositor defaultCompositor;
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int shadowMapResolution;
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GLuint shadowMapDepthTextureID;
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GLuint shadowMapFramebuffer;
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RenderTarget shadowMapRenderTarget;
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ShadowMapRenderPass* shadowMapPass;
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Compositor shadowMapCompositor;
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Texture2D shadowMapDepthTexture;
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LightingRenderPass* lightingPass;
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SilhouetteRenderPass* silhouettePass;
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FinalRenderPass* finalPass;
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RenderTarget silhouetteRenderTarget;
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// Scene
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Scene* worldScene;
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Scene* uiScene;
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DirectionalLight sunlight;
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Camera camera;
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Camera sunlightCamera;
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Camera uiCamera;
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// Animation
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Animator animator;
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Animation<float> antHillZoomAnimation;
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AnimationClip<float> antHillZoomClip;
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Animation<float> menuFadeAnimation;
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AnimationClip<float> menuFadeInClip;
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AnimationClip<float> menuFadeOutClip;
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Animation<float> splashFadeInAnimation;
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Animation<float> splashFadeOutAnimation;
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AnimationClip<float> splashFadeInClip;
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AnimationClip<float> splashFadeOutClip;
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Animation<float> fadeInAnimation;
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Animation<float> fadeOutAnimation;
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AnimationClip<float> fadeInClip;
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AnimationClip<float> fadeOutClip;
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std::function<void()> fadeInEndCallback;
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std::function<void()> fadeOutEndCallback;
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Animation<float> cameraFlashAnimation;
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AnimationClip<float> cameraFlashClip;
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Animation<float> menuSelectorSlideAnimation;
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AnimationClip<float> menuSelectorSlideClip;
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Animation<Vector4> menuItemSelectAnimation;
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AnimationClip<Vector4> menuItemSelectClip;
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Animation<Vector4> menuItemDeselectAnimation;
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AnimationClip<Vector4> menuItemDeselectClip;
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// Assets
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ResourceManager* resourceManager;
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Texture2D* splashTexture;
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Texture2D* hudSpriteSheetTexture;
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TextureAtlas hudTextureAtlas;
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Material* smokeMaterial;
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Model* lensModel;
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Model* forcepsModel;
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Model* brushModel;
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// Game
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CameraRig* cameraRig;
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OrbitCam* orbitCam;
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FreeCam* freeCam;
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Tool* currentTool;
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Lens* lens;
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Forceps* forceps;
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Brush* brush;
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// ECS
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EntityManager* entityManager;
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ComponentManager* componentManager;
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SystemManager* systemManager;
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SoundSystem* soundSystem;
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CollisionSystem* collisionSystem;
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CameraSystem* cameraSystem;
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RenderSystem* renderSystem;
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ToolSystem* toolSystem;
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BehaviorSystem* behaviorSystem;
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SteeringSystem* steeringSystem;
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LocomotionSystem* locomotionSystem;
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ParticleSystem* particleSystem;
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TerrainSystem* terrainSystem;
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bool screenshotQueued;
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bool paused;
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// Settings
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std::string language;
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Vector2 windowedResolution;
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Vector2 fullscreenResolution;
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bool fullscreen;
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bool vsync;
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float fontSizePT;
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std::string controlProfileName;
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bool toggleFullscreenDisabled;
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// Debugging
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Logger* logger;
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std::ofstream logFileStream;
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CommandInterpreter* cli;
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private:
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static void saveScreenshot(const std::string& filename, unsigned int width, unsigned int height, unsigned char* pixels);
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};
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inline const EventDispatcher* Game::getEventDispatcher() const
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{
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return &eventDispatcher;
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}
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inline EventDispatcher* Game::getEventDispatcher()
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{
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return &eventDispatcher;
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}
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inline const Animator* Game::getAnimator() const
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{
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return &animator;
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}
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inline Animator* Game::getAnimator()
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{
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return &animator;
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}
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inline std::size_t Game::getLanguageCount() const
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{
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return languageCount;
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}
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inline std::size_t Game::getCurrentLanguageIndex() const
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{
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return currentLanguageIndex;
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}
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#endif // GAME_HPP
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