214 lines
6.3 KiB
C++
214 lines
6.3 KiB
C++
// * This file is part of the COLOBOT source code
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// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
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// * Copyright (C) 2012, Polish Portal of Colobot (PPC)
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// *
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// * This program 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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// * This program 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 this program. If not, see http://www.gnu.org/licenses/.
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// app.h
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#pragma once
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#include "common/misc.h"
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#include "graphics/common/device.h"
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#include "graphics/common/engine.h"
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#include <string>
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#include <vector>
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class CInstanceManager;
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class CEvent;
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class CRobotMain;
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class CSound;
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struct ApplicationPrivate;
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/**
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* \class CApplication
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* \brief Main application
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*
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* This class is responsible for main application execution, including creating
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* and handling main application window, receiving events, etc.
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*
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* It is a singleton class with only one instance that can be created.
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*
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* Creation of other main objects
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*
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* The class creates the only instance of CInstanceManager, CEventQueue, CEngine,
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* CRobotMain and CSound classes.
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*
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* Window management
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*
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* The class is responsible for creating app window, setting and changing the video mode,
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* setting the position of mouse and changing the cursor, grabbing and writing screenshots.
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*
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* Events
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*
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* Events are taken from SDL event queue and either handled by CApplication or translated
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* to common events from src/common.h and pushed to global event queue CEventQueue.
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* Joystick events are generated somewhat differently, by running a separate timer,
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* polling the device for changes and synthesising events on change. It avoids flooding
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* the event queue with too many joystick events and the granularity of the timer can be
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* adjusted.
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*
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* The events are further handled in CRobotMain class.
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*
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*/
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class CApplication
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{
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public:
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//! Constructor (can only be called once!)
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CApplication();
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//! Destructor
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~CApplication();
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//! Returns the only CApplication instance
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static CApplication* GetInstance()
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{ return m_appInstance; }
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public:
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//! Parses commandline arguments
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Error ParseArguments(int argc, char *argv[]);
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//! Initializes the application
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bool Create();
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//! Main event loop
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int Run();
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//! Returns the code to be returned at main() exit
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int GetExitCode();
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//! Cleans up before exit
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void Destroy();
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//! Enters the pause mode
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void Pause(bool pause);
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//! Updates the simulation state
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void StepSimulation(float rTime);
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//! Polls the state of joystick axes and buttons
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void UpdateJoystick();
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void SetShowStat(bool show);
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bool GetShowStat();
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void SetDebugMode(bool mode);
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bool GetDebugMode();
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bool GetSetupMode();
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void SetJoystickEnabled(bool enable);
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bool GetJoystickEnabled();
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void FlushPressKey();
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void ResetKey();
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void SetKey(int keyRank, int option, int key);
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int GetKey(int keyRank, int option);
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void SetMouseType(Gfx::MouseType type);
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void SetMousePos(Math::Point pos);
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//? void SetNiceMouse(bool nice);
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//? bool GetNiceMouse();
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//? bool GetNiceMouseCap();
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bool WriteScreenShot(char *filename, int width, int height);
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protected:
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//! Processes an SDL event to Event struct
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void ParseEvent();
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//! Handles some incoming events
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void ProcessEvent(Event event);
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//! Renders the image in window
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bool Render();
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//! Opens the joystick device
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bool OpenJoystick();
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//! Closes the joystick device
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void CloseJoystick();
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//! Converts window coords to interface coords
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Math::Point WindowToInterfaceCoords(int x, int y);
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//HRESULT ConfirmDevice( DDCAPS* pddDriverCaps, D3DDEVICEDESC7* pd3dDeviceDesc );
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//HRESULT Initialize3DEnvironment();
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//HRESULT Change3DEnvironment();
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//HRESULT CreateZBuffer(GUID* pDeviceGUID);
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//HRESULT Render3DEnvironment();
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//VOID Cleanup3DEnvironment();
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//VOID DeleteDeviceObjects();
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//VOID DisplayFrameworkError( HRESULT, DWORD );
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void InitText();
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void DrawSuppl();
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void ShowStats();
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void OutputText(long x, long y, char* str);
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protected:
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//! The only instance of CApplication
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static CApplication* m_appInstance;
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//! Instance manager
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CInstanceManager* m_iMan;
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//! Private (SDL-dependent data)
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ApplicationPrivate* m_private;
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//! Global event queue
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CEventQueue* m_eventQueue;
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//! Graphics engine
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Gfx::CEngine* m_engine;
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//! Graphics device
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Gfx::CDevice* m_device;
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//! Sound subsystem
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CSound* m_sound;
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//! Main class of the proper game engine
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CRobotMain* m_robotMain;
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//! Code to return at exit
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int m_exitCode;
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bool m_active;
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bool m_activateApp;
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bool m_ready;
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bool m_showStats;
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bool m_debugMode;
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bool m_setupMode;
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bool m_joystickEnabled;
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std::string m_windowTitle;
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//? long m_vidMemTotal;
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//? bool m_appUseZBuffer;
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//? bool m_appUseStereo;
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//? bool m_audioState;
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//? bool m_audioTrack;
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//? bool m_niceMouse;
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int m_keyState;
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Math::Vector m_axeKey;
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Math::Vector m_axeJoy;
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Math::Point m_mousePos;
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long m_mouseWheel;
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//! Current state of joystick axes; may be updated from another thread
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std::vector<int> m_joyAxeState;
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//! Current state of joystick buttons; may be updated from another thread
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std::vector<bool> m_joyButtonState;
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float m_time;
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long m_key[50][2];
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};
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