💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2021 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_CONTEXT_HPP
#define ANTKEEPER_GAME_CONTEXT_HPP
#include "utility/fundamental-types.hpp"
#include "resources/string-table.hpp"
#include "ecs/entity.hpp"
#include "ecs/registry.hpp"
#include "geom/aabb.hpp"
#include "gl/vertex-array.hpp"
#include "gl/vertex-buffer.hpp"
#include "gl/texture-2d.hpp"
#include "gl/rasterizer.hpp"
#include "gl/framebuffer.hpp"
#include "input/control.hpp"
#include "input/control-set.hpp"
#include "input/listener.hpp"
#include "input/mapper.hpp"
#include "input/event-router.hpp"
#include <optional>
#include <entt/entt.hpp>
#include <fstream>
#include <string>
// Forward declarations
class animator;
class application;
class bloom_pass;
class clear_pass;
class compositor;
class config_file;
class final_pass;
class material;
class material_pass;
class orbit_cam;
class pheromone_matrix;
class resource_manager;
class screen_transition;
class shadow_map_pass;
class simple_render_pass;
class sky_pass;
class timeline;
class renderer;
class outline_pass;
struct biome;
template <typename T> class animation;
template <typename T> class material_property;
template <typename T> class tween;
namespace debug
{
class cli;
class logger;
}
namespace ecs
{
class subterrain_system;
class terrain_system;
class vegetation_system;
class tool_system;
class ui_system;
class spatial_system;
class tracking_system;
class painting_system;
class weather_system;
class astronomy_system;
class solar_system;
class behavior_system;
class collision_system;
class constraint_system;
class locomotion_system;
class control_system;
class snapping_system;
class camera_system;
class nest_system;
class render_system;
class samara_system;
}
#include "scene/scene.hpp"
/**
*
*/
struct game_context
{
application* app;
debug::logger* logger;
std::ofstream log_filestream;
// Command-line options
std::optional<std::string> option_biome;
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<int> option_vsync;
std::optional<bool> option_windowed;
// Paths
std::string data_path;
std::string config_path;
std::string mods_path;
std::string saves_path;
std::string screenshots_path;
std::string data_package_path;
// Config
config_file* config;
// Resources
resource_manager* resource_manager;
// Localization
std::string language_code;
int language_index;
string_table* string_table;
string_table_map string_table_map;
std::unordered_map<std::string, std::string>* strings;
// Framebuffers
gl::framebuffer* shadow_map_framebuffer;
gl::texture_2d* shadow_map_depth_texture;
gl::framebuffer* framebuffer_hdr;
gl::texture_2d* framebuffer_hdr_color;
gl::texture_2d* framebuffer_hdr_depth;
gl::framebuffer* framebuffer_bloom; // General purpose framebuffer A
gl::texture_2d* bloom_texture;
// Rendering
gl::rasterizer* rasterizer;
renderer* renderer;
gl::vertex_buffer* billboard_vbo;
gl::vertex_array* billboard_vao;
material* fallback_material;
material* splash_billboard_material;
gl::texture_2d** marker_albedo_textures;
// Compositing
bloom_pass* overworld_bloom_pass;
clear_pass* overworld_clear_pass;
clear_pass* overworld_shadow_map_clear_pass;
clear_pass* ui_clear_pass;
clear_pass* underworld_clear_pass;
final_pass* overworld_final_pass;
material_pass* overworld_material_pass;
material_pass* ui_material_pass;
material_pass* underworld_material_pass;
outline_pass* overworld_outline_pass;
shadow_map_pass* overworld_shadow_map_pass;
simple_render_pass* underworld_final_pass;
sky_pass* overworld_sky_pass;
material_property<const gl::texture_2d*>* underground_color_texture_property;
compositor* overworld_compositor;
compositor* underworld_compositor;
compositor* ui_compositor;
// Scene
scene::collection* active_scene;
scene::collection* overworld_scene;
scene::collection* underworld_scene;
scene::collection* ui_scene;
scene::camera* overworld_camera;
scene::camera* underworld_camera;
scene::camera* ui_camera;
scene::directional_light* moon_light;
scene::point_light* subterrain_light;
scene::ambient_light* underworld_ambient_light;
scene::billboard* splash_billboard;
scene::spotlight* lens_spotlight;
scene::spotlight* flashlight_spotlight;
geom::aabb<float> no_cull;
// Animation
timeline* timeline;
animator* animator;
tween<double>* time_tween;
tween<float3>* focal_point_tween;
animation<float>* radial_transition_in;
animation<float>* radial_transition_out;
screen_transition* fade_transition;
screen_transition* radial_transition_inner;
screen_transition* radial_transition_outer;
animation<float>* equip_tool_animation;
animation<float>* unequip_tool_animation;
// Controls
input::event_router* input_event_router;
input::mapper* input_mapper;
input::listener* input_listener;
input::control_set* application_controls;
input::control_set* camera_controls;
input::control_set* menu_controls;
input::control* menu_back_control;
input::control* menu_select_control;
input::control* screenshot_control;
input::control* toggle_fullscreen_control;
// Entities
ecs::registry* ecs_registry;
ecs::entity brush_entity;
ecs::entity flashlight_entity;
ecs::entity forceps_entity;
ecs::entity lens_entity;
ecs::entity marker_entity;
ecs::entity container_entity;
ecs::entity twig_entity;
ecs::entity focal_point_entity;
// Systems
ecs::behavior_system* behavior_system;
ecs::camera_system* camera_system;
ecs::collision_system* collision_system;
ecs::constraint_system* constraint_system;
ecs::control_system* control_system;
ecs::locomotion_system* locomotion_system;
ecs::nest_system* nest_system;
ecs::snapping_system* snapping_system;
ecs::render_system* render_system;
ecs::samara_system* samara_system;
ecs::subterrain_system* subterrain_system;
ecs::terrain_system* terrain_system;
ecs::tool_system* tool_system;
ecs::ui_system* ui_system;
ecs::vegetation_system* vegetation_system;
ecs::spatial_system* spatial_system;
ecs::tracking_system* tracking_system;
ecs::painting_system* painting_system;
ecs::weather_system* weather_system;
ecs::astronomy_system* astronomy_system;
ecs::solar_system* solar_system;
// Game
biome* biome;
// Debug
debug::cli* cli;
// Misc
pheromone_matrix* pheromones;
};
#endif // ANTKEEPER_GAME_CONTEXT_HPP