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/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2018, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsitec.ch; http://colobot.info; http://github.com/colobot
*
* This program 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.
*
* This program 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 this program. If not, see http://gnu.org/licenses
*/
/**
* \file app/app.h
* \brief CApplication class
*/
#pragma once
#include "common/event.h"
#include "common/language.h"
#include "common/singleton.h"
#include "graphics/core/device.h"
#include "level/level_category.h"
#include <string>
#include <vector>
#include <map>
class CEventQueue;
class CController;
class CSoundInterface;
class CInput;
class CPathManager;
class CConfigFile;
class CSystemUtils;
struct SystemTimeStamp;
namespace Gfx
{
class CEngine;
struct DeviceConfig;
}
/**
* \struct JoystickDevice
* \brief Information about a joystick device
*/
struct JoystickDevice
{
//! Device index (-1 = invalid device)
int index;
//! Device name
std::string name;
//! Number of axes (only available after joystick opened)
int axisCount;
//! Number of buttons (only available after joystick opened)
int buttonCount;
JoystickDevice()
: index(-1), axisCount(0), buttonCount(0) {}
};
/**
* \enum ParseArgsStatus
* \brief State of parsing commandline arguments
*/
enum ParseArgsStatus
{
PARSE_ARGS_OK = 1, //! < all ok
PARSE_ARGS_FAIL = 2, //! < invalid syntax
PARSE_ARGS_HELP = 3 //! < -help requested
};
/**
* \enum MouseMode
* \brief Mode of mouse cursor
*/
enum MouseMode
{
MOUSE_SYSTEM, //! < system cursor visible; in-game cursor hidden
MOUSE_ENGINE, //! < in-game cursor visible; system cursor hidden
MOUSE_BOTH, //! < both cursors visible (only for debug)
MOUSE_NONE, //! < no cursor visible
};
enum DebugMode
{
DEBUG_SYS_EVENTS = 1 << 0,
DEBUG_UPDATE_EVENTS = 1 << 1,
DEBUG_APP_EVENTS = 1 << 2,
DEBUG_EVENTS = DEBUG_SYS_EVENTS | DEBUG_UPDATE_EVENTS | DEBUG_APP_EVENTS,
DEBUG_MODELS = 1 << 3,
DEBUG_ALL = DEBUG_SYS_EVENTS | DEBUG_APP_EVENTS | DEBUG_MODELS
};
struct ApplicationPrivate;
/**
* \class CApplication
* \brief Main application
*
* This class is responsible for main application execution, including creating
* and handling main application window, receiving events, etc.
*
* It is a singleton class with only one instance that can be created.
*
* \section Creation Creation of other main objects
*
* The class creates the only instance of CEventQueue, CEngine,
* CRobotMain and CSoundInterface classes.
*
* \section Window Window management
*
* The class is responsible for creating app window, setting and changing the video mode,
* joystick management, grabbing input and changing the system mouse cursor
* position and visibility.
* ("System mouse cursor" means the cursor displayed by the OS in constrast to the cursor
* displayed by CEngine).
*
* \section Events Events
*
* Events are taken from SDL event queue, translated to common events from src/common.h
* and pushed to global event queue CEventQueue.
*
* Joystick events are generated somewhat differently, by running a separate timer,
* polling the device for changes and synthesising events on change. It avoids flooding
* the event queue with too many joystick events and the granularity of the timer can be
* adjusted.
*
* The events are passed to ProcessEvent() of classes in this order: CApplication, CEngine
* and CRobotMain. CApplication and CEngine's ProcessEvent() functions return bool, which
* means whether to pass the event on, or stop the chain. This is to enable handling some
* events which are internal to CApplication or CEngine.
*
* \section Portability Portability
*
* Currently, the class only handles OpenGL devices. SDL can be used with DirectX, but
* for that to work, video initialization and video setting must be done differently.
*
*/
class CApplication : public CSingleton<CApplication>
{
public:
//! Constructor (can only be called once!)
CApplication(CSystemUtils* systemUtils);
//! Destructor
~CApplication();
//! Returns the application's event queue
CEventQueue* GetEventQueue();
//! Returns the sound subsystem
CSoundInterface* GetSound();
public:
//! Parses commandline arguments
ParseArgsStatus ParseArguments(int argc, char *argv[]);
//! Initializes the application
bool Create();
//! Main event loop
int Run();
//! Returns the code to be returned at main() exit
int GetExitCode() const;
//! Returns the message of error (set to something if exit code is not 0)
const std::string& GetErrorMessage() const;
//! Returns a list of possible video modes
void GetVideoResolutionList(std::vector<Math::IntPoint> &resolutions, int display = 0) const;
//! Returns the current video mode
Gfx::DeviceConfig GetVideoConfig() const;
//! Change the video mode to given mode
bool ChangeVideoConfig(const Gfx::DeviceConfig &newConfig);
//! Suspends animation (time will not be updated)
void SuspendSimulation();
//! Resumes animation
void ResumeSimulation();
//! Returns whether simulation is suspended
bool GetSimulationSuspended() const;
//! Resets time counters to account for time spent loading game
void ResetTimeAfterLoading();
//@{
//! Management of simulation speed
void SetSimulationSpeed(float speed);
float GetSimulationSpeed() const;
//@}
//! Returns the absolute time counter [seconds]
float GetAbsTime() const;
//! Returns the exact absolute time counter [nanoseconds]
long long GetExactAbsTime() const;
//! Returns the exact absolute time counter disregarding speed setting [nanoseconds]
long long GetRealAbsTime() const;
//! Returns the relative time since last update [seconds]
float GetRelTime() const;
//! Returns the exact realative time since last update [nanoseconds]
long long GetExactRelTime() const;
//! Returns the exact relative time since last update disregarding speed setting [nanoseconds]
long long GetRealRelTime() const;
//! Returns a list of available joystick devices
std::vector<JoystickDevice> GetJoystickList() const;
//! Returns info about the current joystick
JoystickDevice GetJoystick() const;
//! Change the current joystick device
bool ChangeJoystick(const JoystickDevice &newJoystick);
//! Management of joystick enable state
//@{
void SetJoystickEnabled(bool enable);
bool GetJoystickEnabled() const;
//@}
//! Polls the state of joystick axes and buttons
void UpdateJoystick();
//! Updates the mouse position explicitly
void UpdateMouse();
//! Management of mouse mode
//@{
void SetMouseMode(MouseMode mode);
MouseMode GetMouseMode() const;
//@}
//! Enable/disable text input, this toggles the on-screen keyboard on some platforms
/** This also allows for writing in CJK languages (not tested!), see https://wiki.libsdl.org/Tutorials/TextInput for detailed explanation */
void SetTextInput(bool textInputEnabled, int id);
//! Moves (warps) the mouse cursor to the specified position (in interface coords)
void MoveMouse(Math::Point pos);
//! Management of debug modes (printing more info in logger)
//@{
void SetDebugModeActive(DebugMode mode, bool active);
bool IsDebugModeActive(DebugMode mode) const;
static bool ParseDebugModes(const std::string& str, int& debugModes);
//@}
//! Management of language
//@{
Language GetLanguage() const;
char GetLanguageChar() const;
void SetLanguage(Language language);
//@}
bool GetSceneTestMode();
//! Renders the image in window
void Render();
//! Renders the image in window if needed
void RenderIfNeeded(int updateRate);
//! Starts a force feedback effect on the joystick
void PlayForceFeedbackEffect(float strength = 1.0f, int length = 999999);
//! Stops a force feedback effect on the joystick
void StopForceFeedbackEffect();
protected:
//! Creates the window's SDL_Surface
bool CreateVideoSurface();
//! Processes the captured SDL event to Event struct
Event ProcessSystemEvent();
//! If applicable, creates a virtual event to match the changed state as of new event
Event CreateVirtualEvent(const Event& sourceEvent);
//! Prepares a simulation update event
TEST_VIRTUAL Event CreateUpdateEvent();
//! Logs debug data for event
void LogEvent(const Event& event);
//! Opens the joystick device
bool OpenJoystick();
//! Closes the joystick device
void CloseJoystick();
//! Internal procedure to reset time counters
void InternalResumeSimulation();
protected:
//! System utils instance
CSystemUtils* m_systemUtils;
//! Private (SDL-dependent data)
std::unique_ptr<ApplicationPrivate> m_private;
//! Global event queue
std::unique_ptr<CEventQueue> m_eventQueue;
//! Graphics engine
std::unique_ptr<Gfx::CEngine> m_engine;
//! Graphics device
std::unique_ptr<Gfx::CDevice> m_device;
//! Sound subsystem
std::unique_ptr<CSoundInterface> m_sound;
//! Game controller - game engine and UI
std::unique_ptr<CController> m_controller;
//! Profile (INI) reader/writer
std::unique_ptr<CConfigFile> m_configFile;
//! Input manager
std::unique_ptr<CInput> m_input;
//! Path manager
std::unique_ptr<CPathManager> m_pathManager;
//! Code to return at exit
int m_exitCode;
//! Whether application window is active
bool m_active;
//! Bit array of active debug modes
long m_debugModes;
//! Message to be displayed as error to the user
std::string m_errorMessage;
//! Current configuration of OpenGL display device
Gfx::DeviceConfig m_deviceConfig;
//! Text set as window title
std::string m_windowTitle;
//! Animation time stamps, etc.
//@{
SystemTimeStamp* m_baseTimeStamp;
SystemTimeStamp* m_lastTimeStamp;
SystemTimeStamp* m_curTimeStamp;
long long m_realAbsTimeBase;
long long m_realAbsTime;
long long m_realRelTime;
long long m_absTimeBase;
long long m_exactAbsTime;
long long m_exactRelTime;
float m_absTime;
float m_relTime;
float m_simulationSpeed;
bool m_simulationSuspended;
//@}
SystemTimeStamp* m_manualFrameLast;
SystemTimeStamp* m_manualFrameTime;
//! Graphics device to use
bool m_graphicsOverride = false;
std::string m_graphics = "default";
//! OpenGL version to use
bool m_glVersionOverride = false;
int m_glMajor = -1;
int m_glMinor = -1;
//! OpenGL profile
bool m_glProfileOverride = false;
int m_glProfile = 0;
//! Current mode of mouse
MouseMode m_mouseMode;
//! Info about current joystick device
JoystickDevice m_joystick;
//! Whether joystick is enabled
bool m_joystickEnabled;
//! Current state of joystick axes; may be updated from another thread
std::vector<int> m_joyAxeState;
//! Current state of joystick buttons; may be updated from another thread
std::vector<bool> m_joyButtonState;
//@{
//! Scene to run on startup
LevelCategory m_runSceneCategory;
int m_runSceneRank;
//@}
//! Scene test mode
bool m_sceneTest;
//! Application language
Language m_language;
//! Screen resoultion overriden by commandline
bool m_resolutionOverride;
//! Headles mode
bool m_headless;
//! Static buffer for putenv locale
static char m_languageLocale[50];
std::map<int, bool> m_textInputEnabled;
};
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