💿🐜 Antkeeper source code https://antkeeper.com
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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "game.hpp"
#include "resources/csv-table.hpp"
#include "states/game-state.hpp"
#include "states/splash-state.hpp"
#include "states/sandbox-state.hpp"
#include "filesystem.hpp"
#include "timestamp.hpp"
#include "ui/ui.hpp"
#include "graphics/ui-render-pass.hpp"
#include "graphics/shadow-map-render-pass.hpp"
#include "graphics/clear-render-pass.hpp"
#include "graphics/sky-render-pass.hpp"
#include "graphics/lighting-render-pass.hpp"
#include "graphics/silhouette-render-pass.hpp"
#include "graphics/final-render-pass.hpp"
#include "resources/resource-manager.hpp"
#include "resources/text-file.hpp"
#include "game/camera-rig.hpp"
#include "game/lens.hpp"
#include "game/forceps.hpp"
#include "game/brush.hpp"
#include "entity/component-manager.hpp"
#include "entity/components/transform-component.hpp"
#include "entity/components/model-component.hpp"
#include "entity/components/terrain-patch-component.hpp"
#include "entity/entity-manager.hpp"
#include "entity/entity-template.hpp"
#include "entity/system-manager.hpp"
#include "entity/systems/sound-system.hpp"
#include "entity/systems/collision-system.hpp"
#include "entity/systems/render-system.hpp"
#include "entity/systems/camera-system.hpp"
#include "entity/systems/tool-system.hpp"
#include "entity/systems/locomotion-system.hpp"
#include "entity/systems/behavior-system.hpp"
#include "entity/systems/steering-system.hpp"
#include "entity/systems/particle-system.hpp"
#include "entity/systems/terrain-system.hpp"
#include "stb/stb_image_write.h"
#include <algorithm>
#include <cctype>
#include <fstream>
#include <sstream>
#include <stdexcept>
#include <thread>
template <>
bool Game::readSetting<std::string>(const std::string& name, std::string* value) const
{
auto it = settingsMap.find(name);
if (it == settingsMap.end())
{
return false;
}
*value = (*settingsTable)[it->second][1];
return true;
}
template <>
bool Game::readSetting<bool>(const std::string& name, bool* value) const
{
auto it = settingsMap.find(name);
if (it == settingsMap.end())
{
return false;
}
const std::string& string = (*settingsTable)[it->second][1];
if (string == "true" || string == "on" || string == "1")
{
*value = true;
return true;
}
else if (string == "false" || string == "off" || string == "0")
{
*value = false;
return true;
}
return false;
}
template <>
bool Game::readSetting<int>(const std::string& name, int* value) const
{
auto it = settingsMap.find(name);
if (it == settingsMap.end())
{
return false;
}
std::stringstream stream;
stream << (*settingsTable)[it->second][1];
stream >> (*value);
return (!stream.fail());
}
template <>
bool Game::readSetting<float>(const std::string& name, float* value) const
{
auto it = settingsMap.find(name);
if (it == settingsMap.end())
{
return false;
}
std::stringstream stream;
stream << (*settingsTable)[it->second][1];
stream >> (*value);
return (!stream.fail());
}
template <>
bool Game::readSetting<Vector2>(const std::string& name, Vector2* value) const
{
auto it = settingsMap.find(name);
if (it == settingsMap.end())
{
return false;
}
std::stringstream stream;
stream << (*settingsTable)[it->second][1];
stream >> value->x;
stream.str(std::string());
stream.clear();
stream << (*settingsTable)[it->second][2];
stream >> value->y;
return (!stream.fail());
}
Game::Game(int argc, char* argv[]):
currentState(nullptr),
window(nullptr)
{
// Determine application name
std::string applicationName;
#if defined(_WIN32)
applicationName = "Antkeeper";
#else
applicationName = "antkeeper";
#endif
// Form resource paths
dataPath = getDataPath(applicationName);
configPath = getConfigPath(applicationName);
controlsPath = configPath + "/controls/";
std::cout << "Data path: " << dataPath << std::endl;
std::cout << "Config path: " << configPath << std::endl;
// Create nonexistent config directories
std::vector<std::string> configPaths;
configPaths.push_back(configPath);
configPaths.push_back(controlsPath);
for (const std::string& path: configPaths)
{
if (!pathExists(path))
{
createDirectory(path);
}
}
// Setup resource manager
resourceManager = new ResourceManager();
// Include resource search paths in order of priority
resourceManager->include(controlsPath);
resourceManager->include(configPath);
resourceManager->include(dataPath);
splashState = new SplashState(this);
sandboxState = new SandboxState(this);
}
Game::~Game()
{
if (window)
{
windowManager->destroyWindow(window);
}
}
void Game::changeState(GameState* state)
{
if (currentState != nullptr)
{
currentState->exit();
}
currentState = state;
if (currentState != nullptr)
{
currentState->enter();
}
}
std::string Game::getString(std::size_t languageIndex, const std::string& name) const
{
std::string value;
auto it = stringMap.find(name);
if (it != stringMap.end())
{
value = (*stringTable)[it->second][languageIndex + 1];
if (value.empty())
{
value = std::string("# EMPTY STRING: ") + name + std::string(" #");
}
}
else
{
value = std::string("# MISSING STRING: ") + name + std::string(" #");
}
return value;
}
void Game::changeLanguage(std::size_t languageIndex)
{
this->languageIndex = languageIndex;
window->setTitle(getString(getLanguageIndex(), "title").c_str());
restringUI();
resizeUI(w, h);
}
void Game::toggleFullscreen()
{
fullscreen = !fullscreen;
window->setFullscreen(fullscreen);
}
void Game::setUpdateRate(double frequency)
{
stepScheduler.setStepFrequency(frequency);
}
void Game::setup()
{
loadSettings();
setupDebugging();
setupLocalization();
setupWindow();
setupGraphics();
setupUI();
setupControls();
setupGameplay();
#if defined(DEBUG)
toggleWireframe();
#endif // DEBUG
screenshotQueued = false;
// Load model resources
try
{
lensModel = resourceManager->load<Model>("lens.mdl");
forcepsModel = resourceManager->load<Model>("forceps.mdl");
brushModel = resourceManager->load<Model>("brush.mdl");
smokeMaterial = resourceManager->load<Material>("smoke.mtl");
}
catch (const std::exception& e)
{
std::cerr << "Failed to load one or more models: \"" << e.what() << "\"" << std::endl;
close(EXIT_FAILURE);
}
time = 0.0f;
// Tools
currentTool = nullptr;
lens = new Lens(lensModel, &animator);
lens->setOrbitCam(orbitCam);
worldScene->addObject(lens->getModelInstance());
worldScene->addObject(lens->getSpotlight());
lens->setSunDirection(-sunlightCamera.getForward());
ModelInstance* modelInstance = lens->getModelInstance();
for (std::size_t i = 0; i < modelInstance->getModel()->getGroupCount(); ++i)
{
Material* material = modelInstance->getModel()->getGroup(i)->material->clone();
material->setFlags(material->getFlags() | 256);
modelInstance->setMaterialSlot(i, material);
}
// Forceps
forceps = new Forceps(forcepsModel, &animator);
forceps->setOrbitCam(orbitCam);
worldScene->addObject(forceps->getModelInstance());
// Brush
brush = new Brush(brushModel, &animator);
brush->setOrbitCam(orbitCam);
worldScene->addObject(brush->getModelInstance());
// Initialize component manager
componentManager = new ComponentManager();
// Initialize entity manager
entityManager = new EntityManager(componentManager);
// Initialize systems
soundSystem = new SoundSystem(componentManager);
collisionSystem = new CollisionSystem(componentManager);
cameraSystem = new CameraSystem(componentManager);
renderSystem = new RenderSystem(componentManager, worldScene);
toolSystem = new ToolSystem(componentManager);
toolSystem->setPickingCamera(&camera);
toolSystem->setPickingViewport(Vector4(0, 0, w, h));
eventDispatcher.subscribe<MouseMovedEvent>(toolSystem);
behaviorSystem = new BehaviorSystem(componentManager);
steeringSystem = new SteeringSystem(componentManager);
locomotionSystem = new LocomotionSystem(componentManager);
terrainSystem = new TerrainSystem(componentManager);
terrainSystem->setPatchSize(500.0f);
particleSystem = new ParticleSystem(componentManager);
particleSystem->resize(1000);
particleSystem->setMaterial(smokeMaterial);
particleSystem->setDirection(Vector3(0, 1, 0));
lens->setParticleSystem(particleSystem);
particleSystem->getBillboardBatch()->setAlignment(&camera, BillboardAlignmentMode::SPHERICAL);
worldScene->addObject(particleSystem->getBillboardBatch());
// Initialize system manager
systemManager = new SystemManager();
systemManager->addSystem(soundSystem);
systemManager->addSystem(behaviorSystem);
systemManager->addSystem(steeringSystem);
systemManager->addSystem(locomotionSystem);
systemManager->addSystem(collisionSystem);
systemManager->addSystem(toolSystem);
systemManager->addSystem(terrainSystem);
systemManager->addSystem(particleSystem);
systemManager->addSystem(cameraSystem);
systemManager->addSystem(renderSystem);
/*
EntityID sidewalkPanel;
sidewalkPanel = createInstanceOf("sidewalk-panel");
EntityID antHill = createInstanceOf("ant-hill");
setTranslation(antHill, Vector3(20, 0, 40));
EntityID antNest = createInstanceOf("ant-nest");
setTranslation(antNest, Vector3(20, 0, 40));
EntityID lollipop = createInstanceOf("lollipop");
setTranslation(lollipop, Vector3(30.0f, 3.5f * 0.5f, -30.0f));
setRotation(lollipop, glm::angleAxis(glm::radians(8.85f), Vector3(1.0f, 0.0f, 0.0f)));
*/
// Load navmesh
TriangleMesh* navmesh = resourceManager->load<TriangleMesh>("sidewalk.mesh");
// Find surface
TriangleMesh::Triangle* surface = nullptr;
Vector3 barycentricPosition;
Ray ray;
ray.origin = Vector3(0, 100, 0);
ray.direction = Vector3(0, -1, 0);
auto intersection = ray.intersects(*navmesh);
if (std::get<0>(intersection))
{
surface = (*navmesh->getTriangles())[std::get<3>(intersection)];
Vector3 position = ray.extrapolate(std::get<1>(intersection));
Vector3 a = surface->edge->vertex->position;
Vector3 b = surface->edge->next->vertex->position;
Vector3 c = surface->edge->previous->vertex->position;
barycentricPosition = barycentric(position, a, b, c);
}
for (int i = 0; i < 0; ++i)
{
EntityID ant = createInstanceOf("worker-ant");
setTranslation(ant, Vector3(0.0f, 0, 0.0f));
BehaviorComponent* behavior = new BehaviorComponent();
SteeringComponent* steering = new SteeringComponent();
LeggedLocomotionComponent* locomotion = new LeggedLocomotionComponent();
componentManager->addComponent(ant, behavior);
componentManager->addComponent(ant, steering);
componentManager->addComponent(ant, locomotion);
locomotion->surface = surface;
behavior->wanderTriangle = surface;
locomotion->barycentricPosition = barycentricPosition;
}
//EntityID tool0 = createInstanceOf("lens");
int highResolutionDiameter = 3;
int mediumResolutionDiameter = highResolutionDiameter + 2;
int lowResolutionDiameter = 20;
float lowResolutionRadius = static_cast<float>(lowResolutionDiameter) / 2.0f;
float mediumResolutionRadius = static_cast<float>(mediumResolutionDiameter) / 2.0f;
float highResolutionRadius = static_cast<float>(highResolutionDiameter) / 2.0f;
for (int i = 0; i < lowResolutionDiameter; ++i)
{
for (int j = 0; j < lowResolutionDiameter; ++j)
{
EntityID patch;
int x = i - lowResolutionDiameter / 2;
int z = j - lowResolutionDiameter / 2;
if (std::abs(x) < highResolutionRadius && std::abs(z) < highResolutionRadius)
{
patch = createInstanceOf("terrain-patch-high-resolution");
}
else if (std::abs(x) < mediumResolutionRadius && std::abs(z) < mediumResolutionRadius)
{
patch = createInstanceOf("terrain-patch-medium-resolution");
}
else
{
patch = createInstanceOf("terrain-patch-low-resolution");
}
setTerrainPatchPosition(patch, {x, z});
}
}
changeState(sandboxState);
}
void Game::update(float t, float dt)
{
this->time = t;
// Execute current state
if (currentState != nullptr)
{
currentState->execute();
}
// Update systems
systemManager->update(t, dt);
// Update animations
animator.animate(dt);
if (fpsLabel->isVisible())
{
std::stringstream stream;
stream.precision(2);
stream << std::fixed << (performanceSampler.getMeanFrameDuration() * 1000.0f);
fpsLabel->setText(stream.str());
}
uiRootElement->update();
}
void Game::input()
{
controls.update();
}
void Game::render()
{
// Perform sub-frame interpolation on UI elements
uiRootElement->interpolate(stepScheduler.getScheduledSubsteps());
// Update and batch UI elements
uiBatcher->batch(uiBatch, uiRootElement);
// Perform sub-frame interpolation particles
particleSystem->getBillboardBatch()->interpolate(stepScheduler.getScheduledSubsteps());
particleSystem->getBillboardBatch()->batch();
// Render scene
renderer.render(*worldScene);
renderer.render(*uiScene);
if (screenshotQueued)
{
screenshot();
screenshotQueued = false;
}
// Swap window framebuffers
window->swapBuffers();
}
void Game::exit()
{}
void Game::handleEvent(const WindowResizedEvent& event)
{
w = event.width;
h = event.height;
defaultRenderTarget.width = event.width;
defaultRenderTarget.height = event.height;
glViewport(0, 0, event.width, event.height);
camera.setPerspective(glm::radians(40.0f), static_cast<float>(w) / static_cast<float>(h), 0.1, 100.0f);
toolSystem->setPickingViewport(Vector4(0, 0, w, h));
resizeUI(event.width, event.height);
}
void Game::handleEvent(const GamepadConnectedEvent& event)
{
// Unmap all controls
inputRouter->reset();
// Reload control profile
loadControlProfile();
}
void Game::handleEvent(const GamepadDisconnectedEvent& event)
{}
void Game::setupDebugging()
{
// Setup performance sampling
performanceSampler.setSampleSize(30);
// Disable wireframe drawing
wireframe = false;
}
void Game::setupLocalization()
{
// Load strings
loadStrings();
// Determine number of available languages
languageCount = (*stringTable)[0].size() - 1;
// Match language code with language index
languageIndex = 0;
CSVRow* languageCodes = &(*stringTable)[0];
for (std::size_t i = 1; i < languageCodes->size(); ++i)
{
if (language == (*languageCodes)[i])
{
languageIndex = i - 1;
break;
}
}
}
void Game::setupWindow()
{
// Get display resolution
const Display* display = deviceManager->getDisplays()->front();
int displayWidth = std::get<0>(display->getDimensions());
int displayHeight = std::get<1>(display->getDimensions());
if (fullscreen)
{
w = static_cast<int>(fullscreenResolution.x);
h = static_cast<int>(fullscreenResolution.y);
}
else
{
w = static_cast<int>(windowedResolution.x);
h = static_cast<int>(windowedResolution.y);
}
// Determine window position
int x = std::get<0>(display->getPosition()) + displayWidth / 2 - w / 2;
int y = std::get<1>(display->getPosition()) + displayHeight / 2 - h / 2;
// Read title string
std::string title = getString(getLanguageIndex(), "title");
// Create window
window = windowManager->createWindow(title.c_str(), x, y, w, h, fullscreen, WindowFlag::RESIZABLE);
if (!window)
{
throw std::runtime_error("Game::Game(): Failed to create window.");
}
// Set v-sync mode
window->setVSync(vsync);
}
void Game::setupGraphics()
{
// Setup OpenGL
glEnable(GL_MULTISAMPLE);
// Setup default render target
defaultRenderTarget.width = w;
defaultRenderTarget.height = h;
defaultRenderTarget.framebuffer = 0;
// Set shadow map resolution
shadowMapResolution = 4096;
// Setup shadow map framebuffer
glGenFramebuffers(1, &shadowMapFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, shadowMapFramebuffer);
glGenTextures(1, &shadowMapDepthTextureID);
glBindTexture(GL_TEXTURE_2D, shadowMapDepthTextureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, shadowMapResolution, shadowMapResolution, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, shadowMapDepthTextureID, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Setup shadow map render target
shadowMapRenderTarget.width = shadowMapResolution;
shadowMapRenderTarget.height = shadowMapResolution;
shadowMapRenderTarget.framebuffer = shadowMapFramebuffer;
// Setup shadow map depth texture
shadowMapDepthTexture.setTextureID(shadowMapDepthTextureID);
shadowMapDepthTexture.setWidth(shadowMapResolution);
shadowMapDepthTexture.setHeight(shadowMapResolution);
// Setup silhouette framebuffer
glGenTextures(1, &silhouetteRenderTarget.texture);
glBindTexture(GL_TEXTURE_2D, silhouetteRenderTarget.texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glGenFramebuffers(1, &silhouetteRenderTarget.framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, silhouetteRenderTarget.framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, silhouetteRenderTarget.texture, 0);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glReadBuffer(GL_NONE);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Setup silhouette render target
silhouetteRenderTarget.width = w;
silhouetteRenderTarget.height = h;
// Setup shadow map render pass
shadowMapPass = new ShadowMapRenderPass(resourceManager);
shadowMapPass->setRenderTarget(&shadowMapRenderTarget);
shadowMapPass->setViewCamera(&camera);
shadowMapPass->setLightCamera(&sunlightCamera);
// Setup shadow map compositor
shadowMapCompositor.addPass(shadowMapPass);
shadowMapCompositor.load(nullptr);
// Setup clear render pass
clearPass = new ClearRenderPass();
clearPass->setRenderTarget(&defaultRenderTarget);
clearPass->setClear(true, true, false);
clearPass->setClearColor(Vector4(0.0f));
clearPass->setClearDepth(1.0f);
// Setup sky render pass
skyPass = new SkyRenderPass(resourceManager);
skyPass->setRenderTarget(&defaultRenderTarget);
// Setup lighting pass
lightingPass = new LightingRenderPass(resourceManager);
lightingPass->setRenderTarget(&defaultRenderTarget);
lightingPass->setShadowMapPass(shadowMapPass);
lightingPass->setShadowMap(&shadowMapDepthTexture);
// Setup clear silhouette pass
clearSilhouettePass = new ClearRenderPass();
clearSilhouettePass->setRenderTarget(&silhouetteRenderTarget);
clearSilhouettePass->setClear(true, false, false);
clearSilhouettePass->setClearColor(Vector4(0.0f));
// Setup silhouette pass
silhouettePass = new SilhouetteRenderPass(resourceManager);
silhouettePass->setRenderTarget(&silhouetteRenderTarget);
// Setup final pass
finalPass = new FinalRenderPass(resourceManager);
finalPass->setRenderTarget(&defaultRenderTarget);
finalPass->setSilhouetteRenderTarget(&silhouetteRenderTarget);
// Setup default compositor
defaultCompositor.addPass(clearPass);
defaultCompositor.addPass(skyPass);
defaultCompositor.addPass(lightingPass);
defaultCompositor.addPass(clearSilhouettePass);
defaultCompositor.addPass(silhouettePass);
//defaultCompositor.addPass(finalPass);
defaultCompositor.load(nullptr);
// Setup UI render pass
uiPass = new UIRenderPass(resourceManager);
uiPass->setRenderTarget(&defaultRenderTarget);
// Setup UI compositor
uiCompositor.addPass(uiPass);
uiCompositor.load(nullptr);
// Create scenes
worldScene = new Scene(&stepInterpolator);
uiScene = new Scene(&stepInterpolator);
// Setup camera
camera.setPerspective(glm::radians(40.0f), static_cast<float>(w) / static_cast<float>(h), 0.1, 100.0f);
camera.lookAt(Vector3(0.0f, 4.0f, 2.0f), Vector3(0.0f, 0.0f, 0.0f), Vector3(0.0f, 1.0f, 0.0f));
camera.setCompositor(&defaultCompositor);
camera.setCompositeIndex(1);
worldScene->addObject(&camera);
// Setup sun
sunlight.setDirection(Vector3(0, -1, 0));
setTimeOfDay(11.0f);
worldScene->addObject(&sunlight);
// Setup sunlight camera
sunlightCamera.setOrthographic(-1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f);
sunlightCamera.setCompositor(&shadowMapCompositor);
sunlightCamera.setCompositeIndex(0);
sunlightCamera.setCullingEnabled(true);
sunlightCamera.setCullingMask(&camera.getViewFrustum());
worldScene->addObject(&sunlightCamera);
}
void Game::setupUI()
{
// Get DPI and convert font size to pixels
const Display* display = deviceManager->getDisplays()->front();
dpi = display->getDPI();
fontSizePX = fontSizePT * (1.0f / 72.0f) * dpi;
// Load label typeface
labelTypeface = resourceManager->load<Typeface>("caveat-bold.ttf");
labelFont = labelTypeface->createFont(fontSizePX);
// Load debugging typeface
debugTypeface = resourceManager->load<Typeface>("inconsolata-bold.ttf");
debugFont = debugTypeface->createFont(fontSizePX);
debugTypeface->loadCharset(debugFont, UnicodeRange::BASIC_LATIN);
// Character set test
std::set<char32_t> charset;
charset.emplace(U'A');
labelTypeface->loadCharset(labelFont, UnicodeRange::BASIC_LATIN);
labelTypeface->loadCharset(labelFont, charset);
// Load splash screen texture
splashTexture = resourceManager->load<Texture2D>("epigraph.png");
// Load HUD texture
hudSpriteSheetTexture = resourceManager->load<Texture2D>("hud.png");
// Read texture atlas file
CSVTable* atlasTable = resourceManager->load<CSVTable>("hud-atlas.csv");
// Build texture atlas
for (int row = 0; row < atlasTable->size(); ++row)
{
std::stringstream ss;
float x;
float y;
float w;
float h;
ss << (*atlasTable)[row][1];
ss >> x;
ss.str(std::string());
ss.clear();
ss << (*atlasTable)[row][2];
ss >> y;
ss.str(std::string());
ss.clear();
ss << (*atlasTable)[row][3];
ss >> w;
ss.str(std::string());
ss.clear();
ss << (*atlasTable)[row][4];
ss >> h;
ss.str(std::string());
y = static_cast<float>(hudSpriteSheetTexture->getHeight()) - y - h;
x = (int)(x + 0.5f);
y = (int)(y + 0.5f);
w = (int)(w + 0.5f);
h = (int)(h + 0.5f);
hudTextureAtlas.insert((*atlasTable)[row][0], Rect(Vector2(x, y), Vector2(x + w, y + h)));
}
// Setup UI batching
uiBatch = new BillboardBatch();
uiBatch->resize(1024);
uiBatcher = new UIBatcher();
// Setup root UI element
uiRootElement = new UIContainer();
eventDispatcher.subscribe<MouseMovedEvent>(uiRootElement);
eventDispatcher.subscribe<MouseButtonPressedEvent>(uiRootElement);
eventDispatcher.subscribe<MouseButtonReleasedEvent>(uiRootElement);
// Create splash screen background element
splashBackgroundImage = new UIImage();
splashBackgroundImage->setLayerOffset(-1);
splashBackgroundImage->setTintColor(Vector4(0.0f, 0.0f, 0.0f, 1.0f));
splashBackgroundImage->setVisible(false);
uiRootElement->addChild(splashBackgroundImage);
// Create splash screen element
splashImage = new UIImage();
splashImage->setTexture(splashTexture);
splashImage->setVisible(false);
uiRootElement->addChild(splashImage);
Rect hudTextureAtlasBounds(Vector2(0), Vector2(hudSpriteSheetTexture->getWidth(), hudSpriteSheetTexture->getHeight()));
auto normalizeTextureBounds = [](const Rect& texture, const Rect& atlas)
{
Vector2 atlasDimensions = Vector2(atlas.getWidth(), atlas.getHeight());
return Rect(texture.getMin() / atlasDimensions, texture.getMax() / atlasDimensions);
};
// Create HUD elements
hudContainer = new UIContainer();
hudContainer->setVisible(false);
uiRootElement->addChild(hudContainer);
toolIndicatorBGImage = new UIImage();
toolIndicatorBGImage->setTexture(hudSpriteSheetTexture);
toolIndicatorBGImage->setTextureBounds(normalizeTextureBounds(hudTextureAtlas.getBounds("tool-indicator"), hudTextureAtlasBounds));
hudContainer->addChild(toolIndicatorBGImage);
toolIndicatorsBounds = new Rect[8];
toolIndicatorsBounds[0] = normalizeTextureBounds(hudTextureAtlas.getBounds("tool-indicator-brush"), hudTextureAtlasBounds);
toolIndicatorsBounds[1] = normalizeTextureBounds(hudTextureAtlas.getBounds("tool-indicator-spade"), hudTextureAtlasBounds);
toolIndicatorsBounds[2] = normalizeTextureBounds(hudTextureAtlas.getBounds("tool-indicator-lens"), hudTextureAtlasBounds);
toolIndicatorsBounds[3] = normalizeTextureBounds(hudTextureAtlas.getBounds("tool-indicator-test-tube"), hudTextureAtlasBounds);
toolIndicatorsBounds[4] = normalizeTextureBounds(hudTextureAtlas.getBounds("tool-indicator-forceps"), hudTextureAtlasBounds);
toolIndicatorsBounds[5] = normalizeTextureBounds(hudTextureAtlas.getBounds("tool-indicator"), hudTextureAtlasBounds);
toolIndicatorsBounds[6] = normalizeTextureBounds(hudTextureAtlas.getBounds("tool-indicator"), hudTextureAtlasBounds);
toolIndicatorsBounds[7] = normalizeTextureBounds(hudTextureAtlas.getBounds("tool-indicator"), hudTextureAtlasBounds);
toolIndicatorIconImage = new UIImage();
toolIndicatorIconImage->setTexture(hudSpriteSheetTexture);
toolIndicatorIconImage->setTextureBounds(normalizeTextureBounds(hudTextureAtlas.getBounds("tool-icon-brush"), hudTextureAtlasBounds));
toolIndicatorBGImage->addChild(toolIndicatorIconImage);
buttonContainer = new UIContainer();
hudContainer->addChild(buttonContainer);
playButtonBGImage = new UIImage();
playButtonBGImage->setTexture(hudSpriteSheetTexture);
playButtonBGImage->setTextureBounds(normalizeTextureBounds(hudTextureAtlas.getBounds("button-background"), hudTextureAtlasBounds));
//buttonContainer->addChild(playButtonBGImage);
pauseButtonBGImage = new UIImage();
pauseButtonBGImage->setTexture(hudSpriteSheetTexture);
pauseButtonBGImage->setTextureBounds(normalizeTextureBounds(hudTextureAtlas.getBounds("button-background"), hudTextureAtlasBounds));
//buttonContainer->addChild(pauseButtonBGImage);
fastForwardButtonBGImage = new UIImage();
fastForwardButtonBGImage->setTexture(hudSpriteSheetTexture);
fastForwardButtonBGImage->setTextureBounds(normalizeTextureBounds(hudTextureAtlas.getBounds("button-background"), hudTextureAtlasBounds));
//buttonContainer->addChild(fastForwardButtonBGImage);
playButtonImage = new UIImage();
playButtonImage->setTexture(hudSpriteSheetTexture);
playButtonImage->setTextureBounds(normalizeTextureBounds(hudTextureAtlas.getBounds("button-play"), hudTextureAtlasBounds));
//buttonContainer->addChild(playButtonImage);
fastForwardButtonImage = new UIImage();
fastForwardButtonImage->setTexture(hudSpriteSheetTexture);
fastForwardButtonImage->setTextureBounds(normalizeTextureBounds(hudTextureAtlas.getBounds("button-fast-forward-2x"), hudTextureAtlasBounds));
//buttonContainer->addChild(fastForwardButtonImage);
pauseButtonImage = new UIImage();
pauseButtonImage->setTexture(hudSpriteSheetTexture);
pauseButtonImage->setTextureBounds(normalizeTextureBounds(hudTextureAtlas.getBounds("button-pause"), hudTextureAtlasBounds));
//buttonContainer->addChild(pauseButtonImage);
radialMenuContainer = new UIContainer();
radialMenuContainer->setVisible(false);
uiRootElement->addChild(radialMenuContainer);
radialMenuBackgroundImage = new UIImage();
radialMenuBackgroundImage->setTintColor(Vector4(Vector3(0.0f), 0.25f));
radialMenuContainer->addChild(radialMenuBackgroundImage);
radialMenuImage = new UIImage();
radialMenuImage->setTexture(hudSpriteSheetTexture);
radialMenuImage->setTextureBounds(normalizeTextureBounds(hudTextureAtlas.getBounds("radial-menu"), hudTextureAtlasBounds));
radialMenuContainer->addChild(radialMenuImage);
radialMenuSelectorImage = new UIImage();
radialMenuSelectorImage->setTexture(hudSpriteSheetTexture);
radialMenuSelectorImage->setTextureBounds(normalizeTextureBounds(hudTextureAtlas.getBounds("radial-menu-selector"), hudTextureAtlasBounds));
radialMenuContainer->addChild(radialMenuSelectorImage);
toolIconBrushImage = new UIImage();
toolIconBrushImage->setTexture(hudSpriteSheetTexture);
toolIconBrushImage->setTextureBounds(normalizeTextureBounds(hudTextureAtlas.getBounds("tool-icon-brush"), hudTextureAtlasBounds));
radialMenuImage->addChild(toolIconBrushImage);
toolIconLensImage = new UIImage();
toolIconLensImage->setTexture(hudSpriteSheetTexture);
toolIconLensImage->setTextureBounds(normalizeTextureBounds(hudTextureAtlas.getBounds("tool-icon-lens"), hudTextureAtlasBounds));
radialMenuImage->addChild(toolIconLensImage);
toolIconForcepsImage = new UIImage();
toolIconForcepsImage->setTexture(hudSpriteSheetTexture);
toolIconForcepsImage->setTextureBounds(normalizeTextureBounds(hudTextureAtlas.getBounds("tool-icon-forceps"), hudTextureAtlasBounds));
radialMenuImage->addChild(toolIconForcepsImage);
toolIconSpadeImage = new UIImage();
toolIconSpadeImage->setTexture(hudSpriteSheetTexture);
toolIconSpadeImage->setTextureBounds(normalizeTextureBounds(hudTextureAtlas.getBounds("tool-icon-spade"), hudTextureAtlasBounds));
//radialMenuImage->addChild(toolIconSpadeImage);
toolIconCameraImage = new UIImage();
toolIconCameraImage->setTexture(hudSpriteSheetTexture);
toolIconCameraImage->setTextureBounds(normalizeTextureBounds(hudTextureAtlas.getBounds("tool-icon-camera"), hudTextureAtlasBounds));
radialMenuImage->addChild(toolIconCameraImage);
toolIconMicrochipImage = new UIImage();
toolIconMicrochipImage->setTexture(hudSpriteSheetTexture);
toolIconMicrochipImage->setTextureBounds(normalizeTextureBounds(hudTextureAtlas.getBounds("tool-icon-microchip"), hudTextureAtlasBounds));
radialMenuImage->addChild(toolIconMicrochipImage);
toolIconTestTubeImage = new UIImage();
toolIconTestTubeImage->setTexture(hudSpriteSheetTexture);
toolIconTestTubeImage->setTextureBounds(normalizeTextureBounds(hudTextureAtlas.getBounds("tool-icon-test-tube"), hudTextureAtlasBounds));
//radialMenuImage->addChild(toolIconTestTubeImage);
antTag = new UIContainer();
antTag->setLayerOffset(-10);
antTag->setVisible(false);
uiRootElement->addChild(antTag);
antLabelContainer = new UIContainer();
antTag->addChild(antLabelContainer);
antLabelTL = new UIImage();
antLabelTR = new UIImage();
antLabelBL = new UIImage();
antLabelBR = new UIImage();
antLabelCC = new UIImage();
antLabelCT = new UIImage();
antLabelCB = new UIImage();
antLabelCL = new UIImage();
antLabelCR = new UIImage();
antLabelTL->setTexture(hudSpriteSheetTexture);
antLabelTR->setTexture(hudSpriteSheetTexture);
antLabelBL->setTexture(hudSpriteSheetTexture);
antLabelBR->setTexture(hudSpriteSheetTexture);
antLabelCC->setTexture(hudSpriteSheetTexture);
antLabelCT->setTexture(hudSpriteSheetTexture);
antLabelCB->setTexture(hudSpriteSheetTexture);
antLabelCL->setTexture(hudSpriteSheetTexture);
antLabelCR->setTexture(hudSpriteSheetTexture);
Rect labelTLBounds = normalizeTextureBounds(hudTextureAtlas.getBounds("label-tl"), hudTextureAtlasBounds);
Rect labelTRBounds = normalizeTextureBounds(hudTextureAtlas.getBounds("label-tr"), hudTextureAtlasBounds);
Rect labelBLBounds = normalizeTextureBounds(hudTextureAtlas.getBounds("label-bl"), hudTextureAtlasBounds);
Rect labelBRBounds = normalizeTextureBounds(hudTextureAtlas.getBounds("label-br"), hudTextureAtlasBounds);
Rect labelCCBounds = normalizeTextureBounds(hudTextureAtlas.getBounds("label-cc"), hudTextureAtlasBounds);
Rect labelCTBounds = normalizeTextureBounds(hudTextureAtlas.getBounds("label-ct"), hudTextureAtlasBounds);
Rect labelCBBounds = normalizeTextureBounds(hudTextureAtlas.getBounds("label-cb"), hudTextureAtlasBounds);
Rect labelCLBounds = normalizeTextureBounds(hudTextureAtlas.getBounds("label-cl"), hudTextureAtlasBounds);
Rect labelCRBounds = normalizeTextureBounds(hudTextureAtlas.getBounds("label-cr"), hudTextureAtlasBounds);
Vector2 labelTLMin = labelTLBounds.getMin();
Vector2 labelTRMin = labelTRBounds.getMin();
Vector2 labelBLMin = labelBLBounds.getMin();
Vector2 labelBRMin = labelBRBounds.getMin();
Vector2 labelCCMin = labelCCBounds.getMin();
Vector2 labelCTMin = labelCTBounds.getMin();
Vector2 labelCBMin = labelCBBounds.getMin();
Vector2 labelCLMin = labelCLBounds.getMin();
Vector2 labelCRMin = labelCRBounds.getMin();
Vector2 labelTLMax = labelTLBounds.getMax();
Vector2 labelTRMax = labelTRBounds.getMax();
Vector2 labelBLMax = labelBLBounds.getMax();
Vector2 labelBRMax = labelBRBounds.getMax();
Vector2 labelCCMax = labelCCBounds.getMax();
Vector2 labelCTMax = labelCTBounds.getMax();
Vector2 labelCBMax = labelCBBounds.getMax();
Vector2 labelCLMax = labelCLBounds.getMax();
Vector2 labelCRMax = labelCRBounds.getMax();
antLabelTL->setTextureBounds(labelTLBounds);
antLabelTR->setTextureBounds(labelTRBounds);
antLabelBL->setTextureBounds(labelBLBounds);
antLabelBR->setTextureBounds(labelBRBounds);
antLabelCC->setTextureBounds(labelCCBounds);
antLabelCT->setTextureBounds(labelCTBounds);
antLabelCB->setTextureBounds(labelCBBounds);
antLabelCL->setTextureBounds(labelCLBounds);
antLabelCR->setTextureBounds(labelCRBounds);
antLabelContainer->addChild(antLabelTL);
antLabelContainer->addChild(antLabelTR);
antLabelContainer->addChild(antLabelBL);
antLabelContainer->addChild(antLabelBR);
antLabelContainer->addChild(antLabelCC);
antLabelContainer->addChild(antLabelCT);
antLabelContainer->addChild(antLabelCB);
antLabelContainer->addChild(antLabelCL);
antLabelContainer->addChild(antLabelCR);
antLabel = new UILabel();
antLabel->setFont(labelFont);
antLabel->setText("Boggy B.");
antLabel->setTintColor(Vector4(Vector3(0.0f), 1.0f));
antLabel->setLayerOffset(1);
antLabelContainer->addChild(antLabel);
fpsLabel = new UILabel();
fpsLabel->setFont(debugFont);
fpsLabel->setTintColor(Vector4(1, 1, 0, 1));
fpsLabel->setLayerOffset(50);
fpsLabel->setAnchor(Anchor::TOP_LEFT);
uiRootElement->addChild(fpsLabel);
antPin = new UIImage();
antPin->setTexture(hudSpriteSheetTexture);
antPin->setTextureBounds(normalizeTextureBounds(hudTextureAtlas.getBounds("label-pin"), hudTextureAtlasBounds));
antTag->addChild(antPin);
antLabelPinHole = new UIImage();
antLabelPinHole->setTexture(hudSpriteSheetTexture);
antLabelPinHole->setTextureBounds(normalizeTextureBounds(hudTextureAtlas.getBounds("label-pin-hole"), hudTextureAtlasBounds));
antLabelContainer->addChild(antLabelPinHole);
// Construct box selection
boxSelectionImageBackground = new UIImage();
boxSelectionImageBackground->setAnchor(Anchor::CENTER);
boxSelectionImageTop = new UIImage();
boxSelectionImageTop->setAnchor(Anchor::TOP_LEFT);
boxSelectionImageBottom = new UIImage();
boxSelectionImageBottom->setAnchor(Anchor::BOTTOM_LEFT);
boxSelectionImageLeft = new UIImage();
boxSelectionImageLeft->setAnchor(Anchor::TOP_LEFT);
boxSelectionImageRight = new UIImage();
boxSelectionImageRight->setAnchor(Anchor::TOP_RIGHT);
boxSelectionContainer = new UIContainer();
boxSelectionContainer->setLayerOffset(80);
boxSelectionContainer->addChild(boxSelectionImageBackground);
boxSelectionContainer->addChild(boxSelectionImageTop);
boxSelectionContainer->addChild(boxSelectionImageBottom);
boxSelectionContainer->addChild(boxSelectionImageLeft);
boxSelectionContainer->addChild(boxSelectionImageRight);
boxSelectionContainer->setVisible(false);
uiRootElement->addChild(boxSelectionContainer);
boxSelectionImageBackground->setTintColor(Vector4(1.0f, 1.0f, 1.0f, 0.5f));
boxSelectionContainer->setTintColor(Vector4(1.0f, 0.0f, 0.0f, 1.0f));
boxSelectionBorderWidth = 2.0f;
cameraGridColor = Vector4(1, 1, 1, 0.5f);
cameraReticleColor = Vector4(1, 1, 1, 0.75f);
cameraGridY0Image = new UIImage();
cameraGridY0Image->setAnchor(Vector2(0.5f, (1.0f / 3.0f)));
cameraGridY0Image->setTintColor(cameraGridColor);
cameraGridY1Image = new UIImage();
cameraGridY1Image->setAnchor(Vector2(0.5f, (2.0f / 3.0f)));
cameraGridY1Image->setTintColor(cameraGridColor);
cameraGridX0Image = new UIImage();
cameraGridX0Image->setAnchor(Vector2((1.0f / 3.0f), 0.5f));
cameraGridX0Image->setTintColor(cameraGridColor);
cameraGridX1Image = new UIImage();
cameraGridX1Image->setAnchor(Vector2((2.0f / 3.0f), 0.5f));
cameraGridX1Image->setTintColor(cameraGridColor);
cameraReticleImage = new UIImage();
cameraReticleImage->setAnchor(Anchor::CENTER);
cameraReticleImage->setTintColor(cameraReticleColor);
cameraReticleImage->setTexture(hudSpriteSheetTexture);
cameraReticleImage->setTextureBounds(normalizeTextureBounds(hudTextureAtlas.getBounds("camera-reticle"), hudTextureAtlasBounds));
cameraGridContainer = new UIContainer();
cameraGridContainer->addChild(cameraGridY0Image);
cameraGridContainer->addChild(cameraGridY1Image);
cameraGridContainer->addChild(cameraGridX0Image);
cameraGridContainer->addChild(cameraGridX1Image);
cameraGridContainer->addChild(cameraReticleImage);
cameraGridContainer->setVisible(false);
uiRootElement->addChild(cameraGridContainer);
cameraFlashImage = new UIImage();
cameraFlashImage->setLayerOffset(99);
cameraFlashImage->setTintColor(Vector4(1.0f));
cameraFlashImage->setVisible(false);
uiRootElement->addChild(cameraFlashImage);
blackoutImage = new UIImage();
blackoutImage->setLayerOffset(98);
blackoutImage->setTintColor(Vector4(0.0f, 0.0f, 0.0f, 1.0f));
blackoutImage->setVisible(false);
uiRootElement->addChild(blackoutImage);
// Construct fade-in animation clip
fadeInClip.setInterpolator(easeOutCubic<float>);
AnimationChannel<float>* channel;
channel = fadeInClip.addChannel(0);
channel->insertKeyframe(0.0f, 1.0f);
channel->insertKeyframe(1.0f, 0.0f);
// Construct fade-out animation clip
fadeOutClip.setInterpolator(easeOutCubic<float>);
channel = fadeOutClip.addChannel(0);
channel->insertKeyframe(0.0f, 0.0f);
channel->insertKeyframe(1.0f, 1.0f);
// Setup fade-in animation callbacks
fadeInAnimation.setAnimateCallback
(
[this](std::size_t id, float opacity)
{
Vector3 color = Vector3(blackoutImage->getTintColor());
blackoutImage->setTintColor(Vector4(color, opacity));
}
);
fadeInAnimation.setEndCallback
(
[this]()
{
blackoutImage->setVisible(false);
if (fadeInEndCallback != nullptr)
{
fadeInEndCallback();
}
}
);
// Setup fade-out animation callbacks
fadeOutAnimation.setAnimateCallback
(
[this](std::size_t id, float opacity)
{
Vector3 color = Vector3(blackoutImage->getTintColor());
blackoutImage->setTintColor(Vector4(color, opacity));
}
);
fadeOutAnimation.setEndCallback
(
[this]()
{
blackoutImage->setVisible(false);
if (fadeOutEndCallback != nullptr)
{
fadeOutEndCallback();
}
}
);
animator.addAnimation(&fadeInAnimation);
animator.addAnimation(&fadeOutAnimation);
// Construct camera flash animation clip
cameraFlashClip.setInterpolator(easeOutQuad<float>);
channel = cameraFlashClip.addChannel(0);
channel->insertKeyframe(0.0f, 1.0f);
channel->insertKeyframe(1.0f, 0.0f);
// Setup camera flash animation
float flashDuration = 0.5f;
cameraFlashAnimation.setSpeed(1.0f / flashDuration);
cameraFlashAnimation.setLoop(false);
cameraFlashAnimation.setClip(&cameraFlashClip);
cameraFlashAnimation.setTimeFrame(cameraFlashClip.getTimeFrame());
cameraFlashAnimation.setAnimateCallback
(
[this](std::size_t id, float opacity)
{
cameraFlashImage->setTintColor(Vector4(Vector3(1.0f), opacity));
}
);
cameraFlashAnimation.setStartCallback
(
[this]()
{
cameraFlashImage->setVisible(true);
cameraFlashImage->setTintColor(Vector4(1.0f));
cameraFlashImage->resetTweens();
}
);
cameraFlashAnimation.setEndCallback
(
[this]()
{
cameraFlashImage->setVisible(false);
}
);
animator.addAnimation(&cameraFlashAnimation);
// Setup UI scene
uiScene->addObject(uiBatch);
uiScene->addObject(&uiCamera);
// Setup UI camera
uiCamera.lookAt(Vector3(0), Vector3(0, 0, -1), Vector3(0, 1, 0));
uiCamera.resetTweens();
uiCamera.setCompositor(&uiCompositor);
uiCamera.setCompositeIndex(0);
uiCamera.setCullingEnabled(false);
restringUI();
resizeUI(w, h);
}
void Game::setupControls()
{
// Get keyboard and mouse
keyboard = deviceManager->getKeyboards()->front();
mouse = deviceManager->getMice()->front();
// Build the master control set
controls.addControl(&exitControl);
controls.addControl(&toggleFullscreenControl);
controls.addControl(&screenshotControl);
controls.addControl(&menuUpControl);
controls.addControl(&menuDownControl);
controls.addControl(&menuLeftControl);
controls.addControl(&menuRightControl);
controls.addControl(&menuBackControl);
controls.addControl(&moveForwardControl);
controls.addControl(&moveBackControl);
controls.addControl(&moveLeftControl);
controls.addControl(&moveRightControl);
controls.addControl(&zoomInControl);
controls.addControl(&zoomOutControl);
controls.addControl(&orbitCCWControl);
controls.addControl(&orbitCWControl);
controls.addControl(&adjustCameraControl);
controls.addControl(&dragCameraControl);
controls.addControl(&openToolMenuControl);
controls.addControl(&useToolControl);
controls.addControl(&toggleEditModeControl);
controls.addControl(&toggleWireframeControl);
// Build the system control set
systemControls.addControl(&exitControl);
systemControls.addControl(&toggleFullscreenControl);
systemControls.addControl(&screenshotControl);
// Build the menu control set
menuControls.addControl(&menuUpControl);
menuControls.addControl(&menuDownControl);
menuControls.addControl(&menuLeftControl);
menuControls.addControl(&menuRightControl);
menuControls.addControl(&menuSelectControl);
menuControls.addControl(&menuBackControl);
// Build the camera control set
cameraControls.addControl(&moveForwardControl);
cameraControls.addControl(&moveBackControl);
cameraControls.addControl(&moveLeftControl);
cameraControls.addControl(&moveRightControl);
cameraControls.addControl(&zoomInControl);
cameraControls.addControl(&zoomOutControl);
cameraControls.addControl(&orbitCCWControl);
cameraControls.addControl(&orbitCWControl);
cameraControls.addControl(&adjustCameraControl);
cameraControls.addControl(&dragCameraControl);
// Build the tool control set
toolControls.addControl(&openToolMenuControl);
toolControls.addControl(&useToolControl);
// Build the editor control set
editorControls.addControl(&toggleEditModeControl);
// Setup control callbacks
exitControl.setActivatedCallback(std::bind(&Application::close, this, EXIT_SUCCESS));
toggleFullscreenControl.setActivatedCallback(std::bind(&Game::toggleFullscreen, this));
screenshotControl.setActivatedCallback(std::bind(&Game::queueScreenshot, this));
toggleWireframeControl.setActivatedCallback(std::bind(&Game::toggleWireframe, this));
// Build map of control names
controlNameMap["exit"] = &exitControl;
controlNameMap["toggle-fullscreen"] = &toggleFullscreenControl;
controlNameMap["screenshot"] = &screenshotControl;
controlNameMap["menu-up"] = &menuUpControl;
controlNameMap["menu-down"] = &menuDownControl;
controlNameMap["menu-left"] = &menuLeftControl;
controlNameMap["menu-right"] = &menuRightControl;
controlNameMap["menu-back"] = &menuBackControl;
controlNameMap["move-forward"] = &moveForwardControl;
controlNameMap["move-back"] = &moveBackControl;
controlNameMap["move-left"] = &moveLeftControl;
controlNameMap["move-right"] = &moveRightControl;
controlNameMap["zoom-in"] = &zoomInControl;
controlNameMap["zoom-out"] = &zoomOutControl;
controlNameMap["orbit-ccw"] = &orbitCCWControl;
controlNameMap["orbit-cw"] = &orbitCWControl;
controlNameMap["adjust-camera"] = &adjustCameraControl;
controlNameMap["drag-camera"] = &dragCameraControl;
controlNameMap["open-tool-menu"] = &openToolMenuControl;
controlNameMap["use-tool"] = &useToolControl;
controlNameMap["toggle-edit-mode"] = &toggleEditModeControl;
controlNameMap["toggle-wireframe"] = &toggleWireframeControl;
// Load control profile
loadControlProfile();
// Setup input mapper
inputMapper = new InputMapper(&eventDispatcher);
inputMapper->setCallback(std::bind(&Game::mapInput, this, std::placeholders::_1));
inputMapper->setControl(nullptr);
inputMapper->setEnabled(false);
}
void Game::setupGameplay()
{
// Setup step scheduler
double maxFrameDuration = 0.25;
double stepFrequency = 60.0;
stepScheduler.setMaxFrameDuration(maxFrameDuration);
stepScheduler.setStepFrequency(stepFrequency);
timestep = stepScheduler.getStepPeriod();
// Setup camera rigs
cameraRig = nullptr;
orbitCam = new OrbitCam();
orbitCam->attachCamera(&camera);
freeCam = new FreeCam();
freeCam->attachCamera(&camera);
}
void Game::resetSettings()
{
// Set default language
language = "en-us";
// Set default resolutions
const Display* display = deviceManager->getDisplays()->front();
int displayWidth = std::get<0>(display->getDimensions());
int displayHeight = std::get<1>(display->getDimensions());
float windowedResolutionRatio = 5.0f / 6.0f;
windowedResolution = Vector2(displayWidth, displayHeight) * 5.0f / 6.0f;
windowedResolution.x = static_cast<int>(windowedResolution.x);
windowedResolution.y = static_cast<int>(windowedResolution.y);
fullscreenResolution = Vector2(displayWidth, displayHeight);
// Set default fullscreen mode
fullscreen = false;
// Set default vsync mode
vsync = true;
// Set default font size
fontSizePT = 14.0f;
// Set default control profile name
controlProfileName = "default-controls";
}
void Game::loadSettings()
{
// Reset settings to default values
resetSettings();
// Load settings table
try
{
settingsTable = resourceManager->load<CSVTable>("settings.csv");
}
catch (const std::exception& e)
{
settingsTable = new CSVTable();
}
// Build settings map
for (std::size_t i = 0; i < settingsTable->size(); ++i)
{
const CSVRow& row = (*settingsTable)[i];
settingsMap[row[0]] = i;
}
// Read settings from table
readSetting("language", &language);
readSetting("windowed-resolution", &windowedResolution);
readSetting("fullscreen-resolution", &fullscreenResolution);
readSetting("fullscreen", &fullscreen);
readSetting("vsync", &vsync);
readSetting("font-size", &fontSizePT);
readSetting("control-profile", &controlProfileName);
}
void Game::saveSettings()
{}
void Game::loadStrings()
{
// Read strings file
stringTable = resourceManager->load<CSVTable>("strings.csv");
// Build string map
for (int row = 0; row < stringTable->size(); ++row)
{
stringMap[(*stringTable)[row][0]] = row;
}
}
void Game::loadControlProfile()
{
// Load control profile
std::string controlProfilePath = controlProfileName + ".csv";
CSVTable* controlProfile = resourceManager->load<CSVTable>(controlProfilePath);
for (const CSVRow& row: *controlProfile)
{
// Skip empty rows and comments
if (row.empty() || row[0].empty() || row[0][0] == '#')
{
continue;
}
// Get control name
const std::string& controlName = row[0];
// Lookup control in control name map
auto it = controlNameMap.find(controlName);
if (it == controlNameMap.end())
{
std::cerr << "Game::loadControlProfile(): Unknown control name \"" << controlName << "\"" << std::endl;
continue;
}
// Get pointer to the control
Control* control = it->second;
// Determine type of input mapping
const std::string& deviceType = row[1];
if (deviceType == "keyboard")
{
const std::string& eventType = row[2];
const std::string& scancodeName = row[3];
// Get scancode from string
Scancode scancode = Keyboard::getScancodeFromName(scancodeName.c_str());
// Map control
if (scancode != Scancode::UNKNOWN)
{
inputRouter->addMapping(KeyMapping(control, keyboard, scancode));
}
}
else if (deviceType == "mouse")
{
const std::string& eventType = row[2];
if (eventType == "motion")
{
const std::string& axisName = row[3];
// Get axis from string
MouseMotionAxis axis;
bool negative = (axisName.find('-') != std::string::npos);
if (axisName.find('x') != std::string::npos)
{
axis = (negative) ? MouseMotionAxis::NEGATIVE_X : MouseMotionAxis::POSITIVE_X;
}
else if (axisName.find('y') != std::string::npos)
{
axis = (negative) ? MouseMotionAxis::NEGATIVE_Y : MouseMotionAxis::POSITIVE_Y;
}
else
{
std::cerr << "Game::loadControlProfile(): Unknown mouse motion axis \"" << axisName << "\"" << std::endl;
continue;
}
// Map control
inputRouter->addMapping(MouseMotionMapping(control, mouse, axis));
}
else if (eventType == "wheel")
{
const std::string& axisName = row[3];
// Get axis from string
MouseWheelAxis axis;
bool negative = (axisName.find('-') != std::string::npos);
if (axisName.find('x') != std::string::npos)
{
axis = (negative) ? MouseWheelAxis::NEGATIVE_X : MouseWheelAxis::POSITIVE_X;
}
else if (axisName.find('y') != std::string::npos)
{
axis = (negative) ? MouseWheelAxis::NEGATIVE_Y : MouseWheelAxis::POSITIVE_Y;
}
else
{
std::cerr << "Game::loadControlProfile(): Unknown mouse wheel axis \"" << axisName << "\"" << std::endl;
continue;
}
// Map control
inputRouter->addMapping(MouseWheelMapping(control, mouse, axis));
}
else if (eventType == "button")
{
const std::string& buttonName = row[3];
// Get button from string
int button;
std::stringstream stream;
stream << buttonName;
stream >> button;
// Map control
inputRouter->addMapping(MouseButtonMapping(control, mouse, button));
}
else
{
std::cerr << "Game::loadControlProfile(): Unknown mouse event type \"" << eventType << "\"" << std::endl;
continue;
}
}
else if (deviceType == "gamepad")
{
const std::string& eventType = row[2];
if (eventType == "axis")
{
std::string axisName = row[3];
// Determine whether axis is negative or positive
bool negative = (axisName.find('-') != std::string::npos);
// Remove sign from axis name
std::size_t plusPosition = axisName.find('+');
std::size_t minusPosition = axisName.find('-');
if (plusPosition != std::string::npos)
{
axisName.erase(plusPosition);
}
else if (minusPosition != std::string::npos)
{
axisName.erase(minusPosition);
}
// Get axis from string
int axis;
std::stringstream stream;
stream << axisName;
stream >> axis;
// Map control to each gamepad
const std::list<Gamepad*>* gamepads = deviceManager->getGamepads();
for (Gamepad* gamepad: *gamepads)
{
inputRouter->addMapping(GamepadAxisMapping(control, gamepad, axis, negative));
}
}
else if (eventType == "button")
{
const std::string& buttonName = row[3];
// Get button from string
int button;
std::stringstream stream;
stream << buttonName;
stream >> button;
// Map control to each gamepad
const std::list<Gamepad*>* gamepads = deviceManager->getGamepads();
for (Gamepad* gamepad: *gamepads)
{
inputRouter->addMapping(GamepadButtonMapping(control, gamepad, button));
}
}
else
{
std::cerr << "Game::loadControlProfile(): Unknown gamepad event type \"" << eventType << "\"" << std::endl;
continue;
}
}
else
{
std::cerr << "Game::loadControlProfile(): Unknown input device type \"" << deviceType << "\"" << std::endl;
continue;
}
}
}
void Game::saveControlProfile()
{
// Build control profile CSV table
CSVTable* table = new CSVTable();
for (auto it = controlNameMap.begin(); it != controlNameMap.end(); ++it)
{
// Get control name
const std::string& controlName = it->first;
// Get pointer to the control
Control* control = it->second;
// Look up list of mappings for the control
const std::list<InputMapping*>* mappings = inputRouter->getMappings(control);
if (!mappings)
{
continue;
}
// For each input mapping
for (const InputMapping* mapping: *mappings)
{
// Add row to the table
table->push_back(CSVRow());
CSVRow* row = &table->back();
// Add control name column
row->push_back(controlName);
switch (mapping->getType())
{
case InputMappingType::KEY:
{
const KeyMapping* keyMapping = static_cast<const KeyMapping*>(mapping);
row->push_back("keyboard");
row->push_back("key");
std::string scancodeName = std::string("\"") + std::string(Keyboard::getScancodeName(keyMapping->scancode)) + std::string("\"");
row->push_back(scancodeName);
break;
}
case InputMappingType::MOUSE_MOTION:
{
const MouseMotionMapping* mouseMotionMapping = static_cast<const MouseMotionMapping*>(mapping);
row->push_back("mouse");
row->push_back("motion");
std::string axisName;
if (mouseMotionMapping->axis == MouseMotionAxis::POSITIVE_X)
{
axisName = "+x";
}
else if (mouseMotionMapping->axis == MouseMotionAxis::NEGATIVE_X)
{
axisName = "-x";
}
else if (mouseMotionMapping->axis == MouseMotionAxis::POSITIVE_Y)
{
axisName = "+y";
}
else
{
axisName = "-y";
}
row->push_back(axisName);
break;
}
case InputMappingType::MOUSE_WHEEL:
{
const MouseWheelMapping* mouseWheelMapping = static_cast<const MouseWheelMapping*>(mapping);
row->push_back("mouse");
row->push_back("wheel");
std::string axisName;
if (mouseWheelMapping->axis == MouseWheelAxis::POSITIVE_X)
{
axisName = "+x";
}
else if (mouseWheelMapping->axis == MouseWheelAxis::NEGATIVE_X)
{
axisName = "-x";
}
else if (mouseWheelMapping->axis == MouseWheelAxis::POSITIVE_Y)
{
axisName = "+y";
}
else
{
axisName = "-y";
}
row->push_back(axisName);
break;
}
case InputMappingType::MOUSE_BUTTON:
{
const MouseButtonMapping* mouseButtonMapping = static_cast<const MouseButtonMapping*>(mapping);
row->push_back("mouse");
row->push_back("button");
std::string buttonName;
std::stringstream stream;
stream << static_cast<int>(mouseButtonMapping->button);
stream >> buttonName;
row->push_back(buttonName);
break;
}
case InputMappingType::GAMEPAD_AXIS:
{
const GamepadAxisMapping* gamepadAxisMapping = static_cast<const GamepadAxisMapping*>(mapping);
row->push_back("gamepad");
row->push_back("axis");
std::stringstream stream;
if (gamepadAxisMapping->negative)
{
stream << "-";
}
else
{
stream << "+";
}
stream << gamepadAxisMapping->axis;
std::string axisName;
stream >> axisName;
row->push_back(axisName);
break;
}
case InputMappingType::GAMEPAD_BUTTON:
{
const GamepadButtonMapping* gamepadButtonMapping = static_cast<const GamepadButtonMapping*>(mapping);
row->push_back("gamepad");
row->push_back("button");
std::string buttonName;
std::stringstream stream;
stream << static_cast<int>(gamepadButtonMapping->button);
stream >> buttonName;
row->push_back(buttonName);
break;
}
default:
break;
}
}
}
// Form full path to control profile file
std::string controlProfilePath = controlsPath + controlProfileName + ".csv";
// Save control profile
resourceManager->save<CSVTable>(table, controlProfilePath);
// Free control profile CSV table
delete table;
}
void Game::resizeUI(int w, int h)
{
// Adjust root element dimensions
uiRootElement->setDimensions(Vector2(w, h));
uiRootElement->update();
splashBackgroundImage->setDimensions(Vector2(w, h));
splashBackgroundImage->setAnchor(Anchor::TOP_LEFT);
// Resize splash screen image
splashImage->setAnchor(Anchor::CENTER);
splashImage->setDimensions(Vector2(splashTexture->getWidth(), splashTexture->getHeight()));
// Adjust UI camera projection matrix
uiCamera.setOrthographic(0.0f, w, h, 0.0f, -1.0f, 1.0f);
uiCamera.resetTweens();
// Resize camera flash image
cameraFlashImage->setDimensions(Vector2(w, h));
cameraFlashImage->setAnchor(Anchor::CENTER);
// Resize blackout image
blackoutImage->setDimensions(Vector2(w, h));
blackoutImage->setAnchor(Anchor::CENTER);
// Resize HUD
float hudPadding = 20.0f;
hudContainer->setDimensions(Vector2(w - hudPadding * 2.0f, h - hudPadding * 2.0f));
hudContainer->setAnchor(Anchor::CENTER);
// Tool indicator
Rect toolIndicatorBounds = hudTextureAtlas.getBounds("tool-indicator");
toolIndicatorBGImage->setDimensions(Vector2(toolIndicatorBounds.getWidth(), toolIndicatorBounds.getHeight()));
toolIndicatorBGImage->setAnchor(Anchor::TOP_LEFT);
Rect toolIndicatorIconBounds = hudTextureAtlas.getBounds("tool-indicator-lens");
toolIndicatorIconImage->setDimensions(Vector2(toolIndicatorIconBounds.getWidth(), toolIndicatorIconBounds.getHeight()));
toolIndicatorIconImage->setAnchor(Anchor::CENTER);
// Buttons
Rect playButtonBounds = hudTextureAtlas.getBounds("button-play");
Rect fastForwardButtonBounds = hudTextureAtlas.getBounds("button-fast-forward-2x");
Rect pauseButtonBounds = hudTextureAtlas.getBounds("button-pause");
Rect buttonBackgroundBounds = hudTextureAtlas.getBounds("button-background");
Vector2 buttonBGDimensions = Vector2(buttonBackgroundBounds.getWidth(), buttonBackgroundBounds.getHeight());
float buttonMargin = 10.0f;
float buttonDepth = 15.0f;
float buttonContainerWidth = fastForwardButtonBounds.getWidth();
float buttonContainerHeight = fastForwardButtonBounds.getHeight();
buttonContainer->setDimensions(Vector2(buttonContainerWidth, buttonContainerHeight));
buttonContainer->setAnchor(Anchor::TOP_RIGHT);
playButtonImage->setDimensions(Vector2(playButtonBounds.getWidth(), playButtonBounds.getHeight()));
playButtonImage->setAnchor(Vector2(0.0f, 0.0f));
playButtonBGImage->setDimensions(buttonBGDimensions);
playButtonBGImage->setAnchor(Vector2(0.0f, 1.0f));
fastForwardButtonImage->setDimensions(Vector2(fastForwardButtonBounds.getWidth(), fastForwardButtonBounds.getHeight()));
fastForwardButtonImage->setAnchor(Vector2(0.5f, 5.0f));
fastForwardButtonBGImage->setDimensions(buttonBGDimensions);
fastForwardButtonBGImage->setAnchor(Vector2(0.5f, 0.5f));
pauseButtonImage->setDimensions(Vector2(pauseButtonBounds.getWidth(), pauseButtonBounds.getHeight()));
pauseButtonImage->setAnchor(Vector2(1.0f, 0.0f));
pauseButtonBGImage->setDimensions(buttonBGDimensions);
pauseButtonBGImage->setAnchor(Vector2(1.0f, 1.0f));
// Radial menu
Rect radialMenuBounds = hudTextureAtlas.getBounds("radial-menu");
radialMenuContainer->setDimensions(Vector2(w, h));
radialMenuContainer->setAnchor(Anchor::CENTER);
radialMenuContainer->setLayerOffset(30);
radialMenuBackgroundImage->setDimensions(Vector2(w, h));
radialMenuBackgroundImage->setAnchor(Anchor::CENTER);
radialMenuBackgroundImage->setLayerOffset(-1);
//radialMenuImage->setDimensions(Vector2(w * 0.5f, h * 0.5f));
radialMenuImage->setDimensions(Vector2(radialMenuBounds.getWidth(), radialMenuBounds.getHeight()));
radialMenuImage->setAnchor(Anchor::CENTER);
Rect radialMenuSelectorBounds = hudTextureAtlas.getBounds("radial-menu-selector");
radialMenuSelectorImage->setDimensions(Vector2(radialMenuSelectorBounds.getWidth(), radialMenuSelectorBounds.getHeight()));
radialMenuSelectorImage->setAnchor(Anchor::CENTER);
Rect toolIconBrushBounds = hudTextureAtlas.getBounds("tool-icon-brush");
toolIconBrushImage->setDimensions(Vector2(toolIconBrushBounds.getWidth(), toolIconBrushBounds.getHeight()));
toolIconBrushImage->setAnchor(Anchor::CENTER);
Rect toolIconLensBounds = hudTextureAtlas.getBounds("tool-icon-lens");
toolIconLensImage->setDimensions(Vector2(toolIconLensBounds.getWidth(), toolIconLensBounds.getHeight()));
toolIconLensImage->setAnchor(Anchor::CENTER);
Rect toolIconForcepsBounds = hudTextureAtlas.getBounds("tool-icon-forceps");
toolIconForcepsImage->setDimensions(Vector2(toolIconForcepsBounds.getWidth(), toolIconForcepsBounds.getHeight()));
toolIconForcepsImage->setAnchor(Anchor::CENTER);
Rect toolIconSpadeBounds = hudTextureAtlas.getBounds("tool-icon-spade");
toolIconSpadeImage->setDimensions(Vector2(toolIconSpadeBounds.getWidth(), toolIconSpadeBounds.getHeight()));
toolIconSpadeImage->setAnchor(Anchor::CENTER);
Rect toolIconCameraBounds = hudTextureAtlas.getBounds("tool-icon-camera");
toolIconCameraImage->setDimensions(Vector2(toolIconCameraBounds.getWidth(), toolIconCameraBounds.getHeight()));
toolIconCameraImage->setAnchor(Anchor::CENTER);
Rect toolIconMicrochipBounds = hudTextureAtlas.getBounds("tool-icon-microchip");
toolIconMicrochipImage->setDimensions(Vector2(toolIconMicrochipBounds.getWidth(), toolIconMicrochipBounds.getHeight()));
toolIconMicrochipImage->setAnchor(Anchor::CENTER);
Rect toolIconTestTubeBounds = hudTextureAtlas.getBounds("tool-icon-test-tube");
toolIconTestTubeImage->setDimensions(Vector2(toolIconTestTubeBounds.getWidth(), toolIconTestTubeBounds.getHeight()));
toolIconTestTubeImage->setAnchor(Anchor::CENTER);
Rect labelCornerBounds = hudTextureAtlas.getBounds("label-tl");
Vector2 labelCornerDimensions(labelCornerBounds.getWidth(), labelCornerBounds.getHeight());
Vector2 antLabelPadding(10.0f, 6.0f);
antLabelContainer->setDimensions(antLabel->getDimensions() + antLabelPadding * 2.0f);
antLabelContainer->setTranslation(Vector2(0.0f, (int)(-antPin->getDimensions().y * 0.125f)));
antLabelTL->setDimensions(labelCornerDimensions);
antLabelTR->setDimensions(labelCornerDimensions);
antLabelBL->setDimensions(labelCornerDimensions);
antLabelBR->setDimensions(labelCornerDimensions);
antLabelCC->setDimensions(Vector2(antLabel->getDimensions().x - labelCornerDimensions.x * 2.0f + antLabelPadding.x * 2.0f, antLabel->getDimensions().y - labelCornerDimensions.y * 2.0f + antLabelPadding.y * 2.0f));
antLabelCT->setDimensions(Vector2(antLabel->getDimensions().x - labelCornerDimensions.x * 2.0f + antLabelPadding.x * 2.0f, labelCornerDimensions.y));
antLabelCB->setDimensions(Vector2(antLabel->getDimensions().x - labelCornerDimensions.x * 2.0f + antLabelPadding.x * 2.0f, labelCornerDimensions.y));
antLabelCL->setDimensions(Vector2(labelCornerDimensions.x, antLabel->getDimensions().y - labelCornerDimensions.y * 2.0f + antLabelPadding.y * 2.0f));
antLabelCR->setDimensions(Vector2(labelCornerDimensions.x, antLabel->getDimensions().y - labelCornerDimensions.y * 2.0f + antLabelPadding.y * 2.0f));
antLabelContainer->setAnchor(Vector2(0.5f, 0.5f));
antLabelTL->setAnchor(Anchor::TOP_LEFT);
antLabelTR->setAnchor(Anchor::TOP_RIGHT);
antLabelBL->setAnchor(Anchor::BOTTOM_LEFT);
antLabelBR->setAnchor(Anchor::BOTTOM_RIGHT);
antLabelCC->setAnchor(Anchor::CENTER);
antLabelCT->setAnchor(Vector2(0.5f, 0.0f));
antLabelCB->setAnchor(Vector2(0.5f, 1.0f));
antLabelCL->setAnchor(Vector2(0.0f, 0.5f));
antLabelCR->setAnchor(Vector2(1.0f, 0.5f));
antLabel->setAnchor(Anchor::CENTER);
Rect antPinBounds = hudTextureAtlas.getBounds("label-pin");
antPin->setDimensions(Vector2(antPinBounds.getWidth(), antPinBounds.getHeight()));
antPin->setAnchor(Vector2(0.5f, 1.0f));
Rect pinHoleBounds = hudTextureAtlas.getBounds("label-pin-hole");
antLabelPinHole->setDimensions(Vector2(pinHoleBounds.getWidth(), pinHoleBounds.getHeight()));
antLabelPinHole->setAnchor(Vector2(0.5f, 0.0f));
antLabelPinHole->setTranslation(Vector2(0.0f, -antLabelPinHole->getDimensions().y * 0.5f));
antLabelPinHole->setLayerOffset(2);
float pinDistance = 20.0f;
antTag->setAnchor(Anchor::CENTER);
antTag->setDimensions(Vector2(antLabelContainer->getDimensions().x, antPin->getDimensions().y));
float cameraGridLineWidth = 2.0f;
float cameraReticleDiameter = 6.0f;
cameraGridContainer->setDimensions(Vector2(w, h));
cameraGridY0Image->setDimensions(Vector2(w, cameraGridLineWidth));
cameraGridY1Image->setDimensions(Vector2(w, cameraGridLineWidth));
cameraGridX0Image->setDimensions(Vector2(cameraGridLineWidth, h));
cameraGridX1Image->setDimensions(Vector2(cameraGridLineWidth, h));
cameraReticleImage->setDimensions(Vector2(cameraReticleDiameter));
cameraGridY0Image->setTranslation(Vector2(0));
cameraGridY1Image->setTranslation(Vector2(0));
cameraGridX0Image->setTranslation(Vector2(0));
cameraGridX1Image->setTranslation(Vector2(0));
cameraReticleImage->setTranslation(Vector2(0));
UIImage* icons[] =
{
toolIconBrushImage,
nullptr,
toolIconLensImage,
nullptr,
toolIconForcepsImage,
toolIconMicrochipImage,
toolIconCameraImage,
nullptr
};
Rect radialMenuIconRingBounds = hudTextureAtlas.getBounds("radial-menu-icon-ring");
float iconOffset = radialMenuIconRingBounds.getWidth() * 0.5f;
float sectorAngle = (2.0f * 3.14159264f) / 8.0f;
for (int i = 0; i < 8; ++i)
{
float angle = sectorAngle * static_cast<float>(i - 4);
Vector2 translation = Vector2(std::cos(angle), std::sin(angle)) * iconOffset;
translation.x = (int)(translation.x + 0.5f);
translation.y = (int)(translation.y + 0.5f);
if (icons[i] != nullptr)
{
icons[i]->setTranslation(translation);
}
}
}
void Game::restringUI()
{
}
void Game::setTimeOfDay(float time)
{
Vector3 midnight = Vector3(0.0f, 1.0f, 0.0f);
Vector3 sunrise = Vector3(-1.0f, 0.0f, 0.0f);
Vector3 noon = Vector3(0, -1.0f, 0.0f);
Vector3 sunset = Vector3(1.0f, 0.0f, 0.0f);
float angles[4] =
{
glm::radians(270.0f), // 00:00
glm::radians(0.0f), // 06:00
glm::radians(90.0f), // 12:00
glm::radians(180.0f) // 18:00
};
int index0 = static_cast<int>(fmod(time, 24.0f) / 6.0f);
int index1 = (index0 + 1) % 4;
float t = (time - (static_cast<float>(index0) * 6.0f)) / 6.0f;
Quaternion rotation0 = glm::angleAxis(angles[index0], Vector3(1, 0, 0));
Quaternion rotation1 = glm::angleAxis(angles[index1], Vector3(1, 0, 0));
Quaternion rotation = glm::normalize(glm::slerp(rotation0, rotation1, t));
Vector3 direction = glm::normalize(rotation * Vector3(0, 0, 1));
sunlight.setDirection(direction);
Vector3 up = glm::normalize(rotation * Vector3(0, 1, 0));
sunlightCamera.lookAt(Vector3(0, 0, 0), sunlight.getDirection(), up);
}
void Game::toggleWireframe()
{
wireframe = !wireframe;
float width = (wireframe) ? 1.0f : 0.0f;
lightingPass->setWireframeLineWidth(width);
}
void Game::queueScreenshot()
{
screenshotQueued = true;
cameraFlashImage->setVisible(false);
cameraGridContainer->setVisible(false);
fpsLabel->setVisible(false);
soundSystem->scrot();
}
void Game::screenshot()
{
screenshotQueued = false;
// Read pixel data from framebuffer
unsigned char* pixels = new unsigned char[w * h * 3];
glReadBuffer(GL_BACK);
glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, pixels);
// Get game title in current language
std::string title = getString(getLanguageIndex(), "title");
// Convert title to lowercase
std::transform(title.begin(), title.end(), title.begin(), ::tolower);
// Create screenshot directory if it doesn't exist
std::string screenshotDirectory = configPath + std::string("/screenshots/");
if (!pathExists(screenshotDirectory))
{
createDirectory(screenshotDirectory);
}
// Build screenshot file name
std::string filename = screenshotDirectory + title + "-" + timestamp() + ".png";
// Write screenshot to file in separate thread
std::thread screenshotThread(Game::saveScreenshot, filename, w, h, pixels);
screenshotThread.detach();
// Play camera flash animation
cameraFlashAnimation.stop();
cameraFlashAnimation.rewind();
cameraFlashAnimation.play();
// Play camera shutter sound
// Restore camera UI visibility
//cameraGridContainer->setVisible(true);
fpsLabel->setVisible(true);
// Whiteout screen immediately
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
void Game::mapInput(const InputMapping& mapping)
{
// Skip mouse motion events
if (mapping.getType() == InputMappingType::MOUSE_MOTION)
{
return;
}
// Add input mapping to input router
if (mapping.control != nullptr)
{
inputRouter->addMapping(mapping);
}
// Disable input mapping generation
inputMapper->setControl(nullptr);
inputMapper->setEnabled(false);
}
void Game::boxSelect(float x, float y, float w, float h)
{
boxSelectionContainer->setTranslation(Vector2(x, y));
boxSelectionContainer->setDimensions(Vector2(w, h));
boxSelectionImageBackground->setDimensions(Vector2(w, h));
boxSelectionImageTop->setDimensions(Vector2(w, boxSelectionBorderWidth));
boxSelectionImageBottom->setDimensions(Vector2(w, boxSelectionBorderWidth));
boxSelectionImageLeft->setDimensions(Vector2(boxSelectionBorderWidth, h));
boxSelectionImageRight->setDimensions(Vector2(boxSelectionBorderWidth, h));
boxSelectionContainer->setVisible(true);
}
void Game::fadeIn(float duration, const Vector3& color, std::function<void()> callback)
{
if (fadeInAnimation.isPlaying())
{
return;
}
fadeOutAnimation.stop();
this->fadeInEndCallback = callback;
blackoutImage->setTintColor(Vector4(color, 1.0f));
blackoutImage->setVisible(true);
fadeInAnimation.setSpeed(1.0f / duration);
fadeInAnimation.setLoop(false);
fadeInAnimation.setClip(&fadeInClip);
fadeInAnimation.setTimeFrame(fadeInClip.getTimeFrame());
fadeInAnimation.rewind();
fadeInAnimation.play();
blackoutImage->resetTweens();
uiRootElement->update();
}
void Game::fadeOut(float duration, const Vector3& color, std::function<void()> callback)
{
if (fadeOutAnimation.isPlaying())
{
return;
}
fadeInAnimation.stop();
this->fadeOutEndCallback = callback;
blackoutImage->setVisible(true);
blackoutImage->setTintColor(Vector4(color, 0.0f));
fadeOutAnimation.setSpeed(1.0f / duration);
fadeOutAnimation.setLoop(false);
fadeOutAnimation.setClip(&fadeOutClip);
fadeOutAnimation.setTimeFrame(fadeOutClip.getTimeFrame());
fadeOutAnimation.rewind();
fadeOutAnimation.play();
blackoutImage->resetTweens();
uiRootElement->update();
}
void Game::selectTool(int toolIndex)
{
Tool* tools[] =
{
brush,
nullptr,
lens,
nullptr,
forceps,
nullptr,
nullptr,
nullptr
};
Tool* nextTool = tools[toolIndex];
if (nextTool != currentTool)
{
if (currentTool)
{
currentTool->setActive(false);
currentTool->update(0.0f);
}
currentTool = nextTool;
if (currentTool)
{
currentTool->setActive(true);
}
}
if (1)
{
toolIndicatorIconImage->setTextureBounds(toolIndicatorsBounds[toolIndex]);
toolIndicatorIconImage->setVisible(true);
}
else
{
toolIndicatorIconImage->setVisible(false);
}
}
EntityID Game::createInstance()
{
return entityManager->createEntity();
}
EntityID Game::createInstanceOf(const std::string& templateName)
{
EntityTemplate* entityTemplate = resourceManager->load<EntityTemplate>(templateName + ".ent");
EntityID entity = entityManager->createEntity();
entityTemplate->apply(entity, componentManager);
return entity;
}
void Game::destroyInstance(EntityID entity)
{
entityManager->destroyEntity(entity);
}
void Game::addComponent(EntityID entity, ComponentBase* component)
{
componentManager->addComponent(entity, component);
}
void Game::removeComponent(EntityID entity, ComponentType type)
{
ComponentBase* component = componentManager->removeComponent(entity, type);
delete component;
}
void Game::setTranslation(EntityID entity, const Vector3& translation)
{
TransformComponent* component = componentManager->getComponent<TransformComponent>(entity);
if (!component)
{
return;
}
component->transform.translation = translation;
}
void Game::setRotation(EntityID entity, const Quaternion& rotation)
{
TransformComponent* component = componentManager->getComponent<TransformComponent>(entity);
if (!component)
{
return;
}
component->transform.rotation = rotation;
}
void Game::setScale(EntityID entity, const Vector3& scale)
{
TransformComponent* component = componentManager->getComponent<TransformComponent>(entity);
if (!component)
{
return;
}
component->transform.scale = scale;
}
void Game::setTerrainPatchPosition(EntityID entity, const std::tuple<int, int>& position)
{
TerrainPatchComponent* component = componentManager->getComponent<TerrainPatchComponent>(entity);
if (!component)
{
return;
}
component->position = position;
}
void Game::saveScreenshot(const std::string& filename, unsigned int width, unsigned int height, unsigned char* pixels)
{
stbi_flip_vertically_on_write(1);
stbi_write_png(filename.c_str(), width, height, 3, pixels, width * 3);
delete[] pixels;
}