janwas
7cb82ada2f
premake: document extra_params ogl: remove EXT_ symbols, use glext instead adts: move cache into separate file (also remove old cache impl) move SDL files in sysdep/win to libraries/SDL ScopeTimerAccrue: change #ifdef spaghetti into templated policy class app_hooks, define VOID_FUNC to FUNC(.., (void) ) look at stalk walk code; any reason not to work on Win64? replace ERR_TEX_CODEC_CANNOT_HANDLE with INFO_* - not an error. also ERR_SYM_SUPPRESS_OUTPUT ERR_SYM_SINGLE_SYMBOL_LIMIT wdbg_sym: only import RtlCaptureContext once (not every walk_stack) add sys_last_error (!GetLastError on win32); converts to text in display_error, also show sys_last_error and errno app_hooks: move i18n impl out (belongs in pyrogenesis) fixes to string_s test. refs #124 This was SVN commit r4020.
1114 lines
29 KiB
C++
1114 lines
29 KiB
C++
#include "precompiled.h"
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#include "lib/lib.h"
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#include "lib/sdl.h"
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#include "lib/ogl.h"
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#include "lib/timer.h"
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#include "lib/input.h"
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#include "lib/app_hooks.h"
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#include "lib/sysdep/cpu.h"
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#include "lib/sysdep/gfx.h"
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#include "lib/res/res.h"
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#include "lib/res/file/trace.h"
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#include "lib/res/sound/snd_mgr.h"
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#include "lib/res/graphics/tex.h"
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#include "lib/res/graphics/cursor.h"
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#include "ps/Profile.h"
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#include "ps/ProfileViewer.h"
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#include "ps/Loader.h"
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#include "ps/Font.h"
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#include "ps/CConsole.h"
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#include "ps/Game.h"
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#include "ps/Interact.h"
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#include "ps/Hotkey.h"
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#include "ps/ConfigDB.h"
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#include "ps/CLogger.h"
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#include "ps/i18n.h"
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#include "ps/Overlay.h"
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#include "ps/StringConvert.h"
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#include "ps/Globals.h"
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#include "ps/Util.h"
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#include "graphics/ParticleEngine.h"
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#include "graphics/MapReader.h"
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#include "graphics/Terrain.h"
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#include "graphics/TextureManager.h"
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#include "graphics/ObjectManager.h"
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#include "graphics/SkeletonAnimManager.h"
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#include "graphics/LightEnv.h"
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#include "graphics/Model.h"
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#include "graphics/UnitManager.h"
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#include "graphics/MaterialManager.h"
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#include "graphics/MeshManager.h"
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#include "graphics/GameView.h"
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#include "renderer/Renderer.h"
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#include "renderer/VertexBufferManager.h"
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#include "maths/MathUtil.h"
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#include "simulation/BaseEntityCollection.h"
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#include "simulation/FormationCollection.h"
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#include "simulation/TechnologyCollection.h"
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#include "simulation/Entity.h"
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#include "simulation/EntityHandles.h"
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#include "simulation/EntityManager.h"
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#include "simulation/FormationManager.h"
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#include "simulation/PathfindEngine.h"
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#include "simulation/Scheduler.h"
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#include "simulation/Projectile.h"
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#include "scripting/ScriptingHost.h"
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#include "scripting/GameEvents.h"
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#include "simulation/scripting/JSInterface_Entity.h"
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#include "simulation/scripting/JSInterface_BaseEntity.h"
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#include "maths/scripting/JSInterface_Vector3D.h"
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#include "graphics/scripting/JSInterface_Camera.h"
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#include "ps/scripting/JSInterface_Selection.h"
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#include "ps/scripting/JSInterface_Console.h"
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#include "graphics/scripting/JSInterface_LightEnv.h"
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#include "ps/scripting/JSCollection.h"
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#include "scripting/DOMEvent.h"
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#ifndef NO_GUI
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# include "gui/scripting/JSInterface_IGUIObject.h"
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# include "gui/scripting/JSInterface_GUITypes.h"
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# include "gui/GUI.h"
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#endif
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#include "sound/CMusicPlayer.h"
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#include "sound/JSI_Sound.h"
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#include "ps/Network/SessionManager.h"
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#include "ps/Network/Server.h"
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#include "ps/Network/Client.h"
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#include "Atlas.h"
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#include "GameSetup.h"
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#include "Config.h"
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ERROR_GROUP(System);
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ERROR_TYPE(System, SDLInitFailed);
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ERROR_TYPE(System, VmodeFailed);
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ERROR_TYPE(System, RequiredExtensionsMissing);
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#define LOG_CATEGORY "gamesetup"
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static int SetVideoMode(int w, int h, int bpp, bool fullscreen)
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{
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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ulong flags = SDL_OPENGL;
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if(fullscreen)
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flags |= SDL_FULLSCREEN;
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if(!SDL_SetVideoMode(w, h, bpp, flags))
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return -1;
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// Work around a bug in the proprietary Linux ATI driver (at least versions 8.16.20 and 8.14.13).
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// The driver appears to register its own atexit hook on context creation.
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// If this atexit hook is called before SDL_Quit destroys the OpenGL context,
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// some kind of double-free problem causes a crash and lockup in the driver.
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// Calling SDL_Quit twice appears to be harmless, though, and avoids the problem
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// by destroying the context *before* the driver's atexit hook is called.
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// (Note that atexit hooks are guarantueed to be called in reverse order of their registration.)
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atexit(SDL_Quit);
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// End work around.
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glViewport(0, 0, w, h);
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#ifndef NO_GUI
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g_GUI.UpdateResolution();
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#endif
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oglInit(); // required after each mode change
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if(SDL_SetGamma(g_Gamma, g_Gamma, g_Gamma) < 0)
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debug_warn("SDL_SetGamma failed");
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return 0;
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}
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static const uint SANE_TEX_QUALITY_DEFAULT = 5; // keep in sync with code
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static void SetTextureQuality(uint quality)
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{
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uint q_flags;
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GLint filter;
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retry:
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// keep this in sync with SANE_TEX_QUALITY_DEFAULT
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switch(quality)
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{
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// worst quality
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case 0:
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q_flags = OGL_TEX_HALF_RES|OGL_TEX_HALF_BPP;
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filter = GL_NEAREST;
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break;
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// [perf] add bilinear filtering
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case 1:
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q_flags = OGL_TEX_HALF_RES|OGL_TEX_HALF_BPP;
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filter = GL_LINEAR;
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break;
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// [vmem] no longer reduce resolution
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case 2:
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q_flags = OGL_TEX_HALF_BPP;
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filter = GL_LINEAR;
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break;
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// [vmem] add mipmaps
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case 3:
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q_flags = OGL_TEX_HALF_BPP;
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filter = GL_NEAREST_MIPMAP_LINEAR;
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break;
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// [perf] better filtering
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case 4:
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q_flags = OGL_TEX_HALF_BPP;
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filter = GL_LINEAR_MIPMAP_LINEAR;
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break;
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// [vmem] no longer reduce bpp
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case SANE_TEX_QUALITY_DEFAULT:
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q_flags = OGL_TEX_FULL_QUALITY;
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filter = GL_LINEAR_MIPMAP_LINEAR;
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break;
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// [perf] add anisotropy
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case 6:
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// TODO: add anisotropic filtering
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q_flags = OGL_TEX_FULL_QUALITY;
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filter = GL_LINEAR_MIPMAP_LINEAR;
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break;
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// invalid
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default:
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debug_warn("SetTextureQuality: invalid quality");
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quality = SANE_TEX_QUALITY_DEFAULT;
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// careful: recursion doesn't work and we don't want to duplicate
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// the "sane" default values.
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goto retry;
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}
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ogl_tex_set_defaults(q_flags, filter);
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}
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//----------------------------------------------------------------------------
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// GUI integration
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//----------------------------------------------------------------------------
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void GUI_Init()
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{
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#ifndef NO_GUI
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{TIMER("ps_gui_init");
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g_GUI.Initialize();}
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{TIMER("ps_gui_setup_xml");
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g_GUI.LoadXMLFile("gui/test/setup.xml");}
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{TIMER("ps_gui_styles_xml");
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g_GUI.LoadXMLFile("gui/test/styles.xml");}
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{TIMER("ps_gui_sprite1_xml");
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g_GUI.LoadXMLFile("gui/test/sprite1.xml");}
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// Atlas is running, we won't need these GUI pages (for now!
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// what if Atlas switches to in-game mode?!)
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// TODO: temporary hack until revised GUI structure is completed.
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// if(ATLAS_IsRunning())
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// return;
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{TIMER("ps_gui_1");
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g_GUI.LoadXMLFile("gui/test/1_init.xml");}
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{TIMER("ps_gui_2");
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g_GUI.LoadXMLFile("gui/test/2_mainmenu.xml");}
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{TIMER("ps_gui_3");
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g_GUI.LoadXMLFile("gui/test/3_loading.xml");}
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{TIMER("ps_gui_4");
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g_GUI.LoadXMLFile("gui/test/4_session.xml");}
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{TIMER("ps_gui_6");
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g_GUI.LoadXMLFile("gui/test/6_subwindows.xml");}
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{TIMER("ps_gui_6_1");
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g_GUI.LoadXMLFile("gui/test/6_1_manual.xml");}
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{TIMER("ps_gui_6_2");
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g_GUI.LoadXMLFile("gui/test/6_2_jukebox.xml");}
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{TIMER("ps_gui_7");
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g_GUI.LoadXMLFile("gui/test/7_atlas.xml");}
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{TIMER("ps_gui_9");
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g_GUI.LoadXMLFile("gui/test/9_global.xml");}
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#endif
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}
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void GUI_Shutdown()
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{
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#ifndef NO_GUI
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g_GUI.Destroy();
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delete &g_GUI;
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#endif
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}
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void GUI_ShowMainMenu()
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{
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}
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// display progress / description in loading screen
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void GUI_DisplayLoadProgress(int percent, const wchar_t* pending_task)
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{
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#ifndef NO_GUI
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CStrW i18n_description = I18n::translate(pending_task);
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JSString* js_desc = StringConvert::wstring_to_jsstring(g_ScriptingHost.getContext(), i18n_description);
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g_ScriptingHost.SetGlobal("g_Progress", INT_TO_JSVAL(percent));
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g_ScriptingHost.SetGlobal("g_LoadDescription", STRING_TO_JSVAL(js_desc));
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g_GUI.SendEventToAll("progress");
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#endif
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}
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/////////////////////////////////////////////////////////////////////////////////////////////
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// RenderNoCull: render absolutely everything to a blank frame to force renderer
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// to load required assets
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static void RenderNoCull()
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{
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g_Renderer.BeginFrame();
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if (g_Game)
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g_Game->GetView()->RenderNoCull();
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g_Renderer.FlushFrame();
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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g_Renderer.EndFrame();
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}
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void Render()
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{
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MICROLOG(L"begin frame");
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oglCheck();
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#ifndef NO_GUI // HACK: because colour-parsing requires the GUI
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CStr skystring = "61 193 255";
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CFG_GET_USER_VAL("skycolor", String, skystring);
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CColor skycol;
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GUI<CColor>::ParseString(skystring, skycol);
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g_Renderer.SetClearColor(skycol.Int());
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#endif
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// start new frame
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g_Renderer.BeginFrame();
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oglCheck();
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if (g_Game && g_Game->IsGameStarted())
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{
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g_Game->GetView()->Render();
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oglCheck();
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MICROLOG(L"flush frame");
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PROFILE_START( "flush frame" );
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g_Renderer.FlushFrame();
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PROFILE_END( "flush frame" );
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glPushAttrib( GL_ENABLE_BIT );
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glDisable( GL_LIGHTING );
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glDisable( GL_TEXTURE_2D );
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glDisable( GL_DEPTH_TEST );
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if( g_EntGraph )
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{
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PROFILE( "render entity overlays" );
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glColor3f( 1.0f, 0.0f, 1.0f );
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MICROLOG(L"render entities");
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g_EntityManager.renderAll(); // <-- collision outlines, pathing routes
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}
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PROFILE_START( "render selection" );
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glEnable( GL_DEPTH_TEST );
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g_Mouseover.renderSelectionOutlines();
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g_Selection.renderSelectionOutlines();
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glDisable( GL_DEPTH_TEST );
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PROFILE_END( "render selection" );
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PROFILE_START( "render building placement cursor" );
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if( g_BuildingPlacer.m_active )
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{
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//glEnable( GL_DEPTH_TEST );
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g_BuildingPlacer.render();
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//glDisable( GL_DEPTH_TEST );
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}
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PROFILE_END( "render building placement cursor" );
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PROFILE_START( "render health bars" );
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pglActiveTextureARB(GL_TEXTURE1_ARB);
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glDisable(GL_TEXTURE_2D);
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//Not all hardware supports 3 texture units!
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//pglActiveTextureARB(GL_TEXTURE2_ARB);
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//glDisable(GL_TEXTURE_2D);
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pglActiveTextureARB(GL_TEXTURE0_ARB);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0.f, (float)g_xres, 0.f, (float)g_yres, -1.f, 1000.f);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glEnable( GL_TEXTURE_2D );
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g_Mouseover.renderBarBorders();
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g_Selection.renderBarBorders();
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glDisable( GL_TEXTURE_2D );
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g_Mouseover.renderHealthBars();
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g_Selection.renderHealthBars();
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g_Mouseover.renderStaminaBars();
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g_Selection.renderStaminaBars();
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glEnable( GL_TEXTURE_2D );
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g_Selection.renderRanks();
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g_Mouseover.renderRanks();
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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PROFILE_END( "render health bars" );
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glPopAttrib();
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//Depth test is now enabled
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g_Selection.renderRallyPoints();
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g_Mouseover.renderRallyPoints();
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}
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else
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{
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PROFILE_START( "flush frame" );
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g_Renderer.FlushFrame();
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PROFILE_END( "flush frame" );
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}
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oglCheck();
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PROFILE_START( "render fonts" );
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MICROLOG(L"render fonts");
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// overlay mode
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glPushAttrib(GL_ENABLE_BIT);
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_CULL_FACE);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_BLEND);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0.f, (float)g_xres, 0.f, (float)g_yres, -1.f, 1000.f);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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PROFILE_END( "render fonts" );
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oglCheck();
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#ifndef NO_GUI
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// Temp GUI message GeeTODO
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glLoadIdentity();
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MICROLOG(L"render GUI");
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PROFILE_START( "render gui" );
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g_GUI.Draw();
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PROFILE_END( "render gui" );
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#endif
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oglCheck();
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// Particle Engine Updating
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CParticleEngine::GetInstance()->updateEmitters();
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// Text:
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// Use the GL_ALPHA texture as the alpha channel with a flat colouring
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glDisable(GL_ALPHA_TEST);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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// Added --
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glEnable(GL_TEXTURE_2D);
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// -- GL
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oglCheck();
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{
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PROFILE( "render console" );
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glLoadIdentity();
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MICROLOG(L"render console");
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CFont font("console");
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font.Bind();
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g_Console->Render();
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}
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oglCheck();
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// Profile information
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PROFILE_START( "render profiling" );
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g_ProfileViewer.RenderProfile();
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PROFILE_END( "render profiling" );
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oglCheck();
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if (g_Game && g_Game->IsGameStarted())
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{
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PROFILE( "render selection overlays" );
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g_Mouseover.renderOverlays();
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g_Selection.renderOverlays();
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}
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oglCheck();
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// Draw the cursor (or set the Windows cursor, on Windows)
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CStr8 cursorName = g_BuildingPlacer.m_active ? "action-build" : g_CursorName;
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cursor_draw(cursorName, g_mouse_x, g_mouse_y);
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// restore
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glPopAttrib();
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MICROLOG(L"end frame");
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g_Renderer.EndFrame();
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oglCheck();
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}
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static void InitScripting()
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{
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TIMER("InitScripting");
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// Create the scripting host. This needs to be done before the GUI is created.
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new ScriptingHost;
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// It would be nice for onLoad code to be able to access the setTimeout() calls.
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new CScheduler;
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// Register the JavaScript interfaces with the runtime
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CEntity::ScriptingInit();
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CBaseEntity::ScriptingInit();
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JSI_Sound::ScriptingInit();
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CProfileNode::ScriptingInit();
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#ifndef NO_GUI
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JSI_IGUIObject::init();
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JSI_GUITypes::init();
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#endif
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JSI_Vector3D::init();
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EntityCollection::Init( "EntityCollection" );
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SColour::ScriptingInit();
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CPlayer::ScriptingInit();
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PlayerCollection::Init( "PlayerCollection" );
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CJSComplexPropertyAccessor<CEntity>::ScriptingInit(); // <-- Doesn't really matter which we use, but we know CJSPropertyAccessor<T> is already being compiled for T = CEntity.
|
|
CScriptEvent::ScriptingInit();
|
|
CJSProgressTimer::ScriptingInit();
|
|
CProjectile::ScriptingInit();
|
|
|
|
g_ScriptingHost.DefineConstant( "FORMATION_ENTER", CFormationEvent::FORMATION_ENTER );
|
|
g_ScriptingHost.DefineConstant( "FORMATION_LEAVE", CFormationEvent::FORMATION_LEAVE );
|
|
g_ScriptingHost.DefineConstant( "FORMATION_DAMAGE", CFormationEvent::FORMATION_DAMAGE );
|
|
g_ScriptingHost.DefineConstant( "FORMATION_ATTACK", CFormationEvent::FORMATION_ATTACK );
|
|
|
|
g_ScriptingHost.DefineConstant( "NOTIFY_NONE", CEntityListener::NOTIFY_NONE );
|
|
g_ScriptingHost.DefineConstant( "NOTIFY_GOTO", CEntityListener::NOTIFY_GOTO );
|
|
g_ScriptingHost.DefineConstant( "NOTIFY_RUN", CEntityListener::NOTIFY_RUN );
|
|
g_ScriptingHost.DefineConstant( "NOTIFY_FOLLOW", CEntityListener::NOTIFY_FOLLOW );
|
|
g_ScriptingHost.DefineConstant( "NOTIFY_ATTACK", CEntityListener::NOTIFY_ATTACK );
|
|
g_ScriptingHost.DefineConstant( "NOTIFY_DAMAGE", CEntityListener::NOTIFY_DAMAGE );
|
|
g_ScriptingHost.DefineConstant( "NOTIFY_COMBAT", CEntityListener::NOTIFY_COMBAT );
|
|
g_ScriptingHost.DefineConstant( "NOTIFY_ESCORT", CEntityListener::NOTIFY_ESCORT );
|
|
g_ScriptingHost.DefineConstant( "NOTIFY_HEAL", CEntityListener::NOTIFY_HEAL );
|
|
g_ScriptingHost.DefineConstant( "NOTIFY_GATHER", CEntityListener::NOTIFY_GATHER );
|
|
g_ScriptingHost.DefineConstant( "NOTIFY_IDLE", CEntityListener::NOTIFY_IDLE );
|
|
g_ScriptingHost.DefineConstant( "NOTIFY_ORDER_CHANGE", CEntityListener::NOTIFY_ORDER_CHANGE );
|
|
g_ScriptingHost.DefineConstant( "NOTIFY_ALL", CEntityListener::NOTIFY_ALL );
|
|
|
|
g_ScriptingHost.DefineConstant( "ORDER_NONE", -1 );
|
|
g_ScriptingHost.DefineConstant( "ORDER_GOTO", CEntityOrder::ORDER_GOTO );
|
|
g_ScriptingHost.DefineConstant( "ORDER_RUN", CEntityOrder::ORDER_RUN );
|
|
g_ScriptingHost.DefineConstant( "ORDER_PATROL", CEntityOrder::ORDER_PATROL );
|
|
g_ScriptingHost.DefineConstant( "ORDER_GENERIC", CEntityOrder::ORDER_GENERIC );
|
|
g_ScriptingHost.DefineConstant( "ORDER_PRODUCE", CEntityOrder::ORDER_PRODUCE );
|
|
g_ScriptingHost.DefineConstant( "ORDER_START_CONSTRUCTION", CEntityOrder::ORDER_START_CONSTRUCTION );
|
|
|
|
|
|
#define REG_JS_CONSTANT(_name) g_ScriptingHost.DefineConstant(#_name, _name)
|
|
REG_JS_CONSTANT(SDL_BUTTON_LEFT);
|
|
REG_JS_CONSTANT(SDL_BUTTON_MIDDLE);
|
|
REG_JS_CONSTANT(SDL_BUTTON_RIGHT);
|
|
REG_JS_CONSTANT(SDL_BUTTON_WHEELUP);
|
|
REG_JS_CONSTANT(SDL_BUTTON_WHEELDOWN);
|
|
#undef REG_JS_CONSTANT
|
|
|
|
CNetMessage::ScriptingInit();
|
|
|
|
JSI_Camera::init();
|
|
JSI_Console::init();
|
|
JSI_LightEnv::init();
|
|
|
|
new CGameEvents;
|
|
}
|
|
|
|
|
|
static void InitVfs(const char* argv0)
|
|
{
|
|
TIMER("InitVfs");
|
|
|
|
(void)file_init();
|
|
|
|
// set root directory to "$game_dir/data". all relative file paths
|
|
// passed to file.cpp will be based from this dir.
|
|
// (we don't set current directory because other libraries may
|
|
// hijack it).
|
|
//
|
|
// "../data" is relative to the executable (in "$game_dir/system").
|
|
//
|
|
// rationale for data/ being root: untrusted scripts must not be
|
|
// allowed to overwrite critical game (or worse, OS) files.
|
|
// the VFS prevents any accesses to files above this directory.
|
|
(void)file_set_root_dir(argv0, "../data");
|
|
|
|
vfs_init();
|
|
vfs_mount("screenshots/", "screenshots");
|
|
vfs_mount("profiles/", "profiles", VFS_MOUNT_RECURSIVE);
|
|
|
|
// rationale:
|
|
// - this is in a separate real directory so that it can later be moved
|
|
// to $APPDATA to allow running without Admin access.
|
|
// - we mount as archivable so that all files will be added to archive.
|
|
// even though we write out XMBs here, they will eventually be read,
|
|
// so putting them in an archive boosts performance.
|
|
vfs_mount("cache/", "cache", VFS_MOUNT_RECURSIVE|VFS_MOUNT_ARCHIVES|VFS_MOUNT_ARCHIVABLE);
|
|
|
|
// --- this belongs in a LoadMod function
|
|
vfs_mount("", "mods/official", VFS_MOUNT_RECURSIVE|VFS_MOUNT_ARCHIVES|VFS_MOUNT_WATCH|VFS_MOUNT_ARCHIVABLE);
|
|
// ---
|
|
|
|
// TODO: once people can load multiple mods, set the top one to be the write target
|
|
vfs_set_write_target("mods/official");
|
|
|
|
// don't try vfs_display yet: SDL_Init hasn't yet redirected stdout
|
|
}
|
|
|
|
|
|
static void InitPs(bool setup_gui)
|
|
{
|
|
// console
|
|
{
|
|
TIMER("ps_console");
|
|
|
|
g_Console->UpdateScreenSize(g_xres, g_yres);
|
|
|
|
// Calculate and store the line spacing
|
|
CFont font("console");
|
|
g_Console->m_iFontHeight = font.GetLineSpacing();
|
|
// Offset by an arbitrary amount, to make it fit more nicely
|
|
g_Console->m_iFontOffset = 9;
|
|
}
|
|
|
|
// language and hotkeys
|
|
{
|
|
TIMER("ps_lang_hotkeys");
|
|
|
|
std::string lang = "english";
|
|
CFG_GET_SYS_VAL("language", String, lang);
|
|
I18n::LoadLanguage(lang.c_str());
|
|
|
|
loadHotkeys();
|
|
}
|
|
|
|
// GUI uses VFS, so this must come after VFS init.
|
|
if (setup_gui)
|
|
GUI_Init();
|
|
}
|
|
|
|
|
|
static void InitInput()
|
|
{
|
|
SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
|
|
|
|
// register input handlers
|
|
// This stack is constructed so the first added, will be the last
|
|
// one called. This is important, because each of the handlers
|
|
// has the potential to block events to go further down
|
|
// in the chain. I.e. the last one in the list added, is the
|
|
// only handler that can block all messages before they are
|
|
// processed.
|
|
in_add_handler(game_view_handler);
|
|
|
|
in_add_handler(interactInputHandler);
|
|
|
|
in_add_handler(conInputHandler);
|
|
|
|
in_add_handler(CProfileViewer::InputThunk);
|
|
|
|
in_add_handler(hotkeyInputHandler);
|
|
|
|
in_add_handler(GlobalsInputHandler);
|
|
}
|
|
|
|
|
|
static void ShutdownPs()
|
|
{
|
|
GUI_Shutdown();
|
|
|
|
delete g_Console;
|
|
|
|
// disable the special Windows cursor, or free textures for OGL cursors
|
|
cursor_draw(0, g_mouse_x, g_mouse_y);
|
|
|
|
// close down Xerces if it was loaded
|
|
CXeromyces::Terminate();
|
|
|
|
// Unload the real language (since it depends on the scripting engine,
|
|
// which is going to be killed later) and use the English fallback messages
|
|
I18n::LoadLanguage(NULL);
|
|
}
|
|
|
|
|
|
static void InitRenderer()
|
|
{
|
|
TIMER("InitRenderer");
|
|
// create renderer
|
|
new CRenderer;
|
|
|
|
// set renderer options from command line options - NOVBO must be set before opening the renderer
|
|
g_Renderer.SetOptionBool(CRenderer::OPT_NOVBO,g_NoGLVBO);
|
|
g_Renderer.SetOptionBool(CRenderer::OPT_NOFRAMEBUFFEROBJECT,g_NoGLFramebufferObject);
|
|
g_Renderer.SetOptionBool(CRenderer::OPT_SHADOWS,g_Shadows);
|
|
g_Renderer.SetOptionBool(CRenderer::OPT_FANCYWATER,g_FancyWater);
|
|
g_Renderer.SetRenderPath(CRenderer::GetRenderPathByName(g_RenderPath));
|
|
g_Renderer.SetOptionFloat(CRenderer::OPT_LODBIAS, g_LodBias);
|
|
|
|
// create terrain related stuff
|
|
new CTextureManager;
|
|
|
|
// create the material manager
|
|
new CMaterialManager;
|
|
new CMeshManager;
|
|
|
|
// create actor related stuff
|
|
new CSkeletonAnimManager;
|
|
new CObjectManager;
|
|
new CUnitManager;
|
|
|
|
MICROLOG(L"init renderer");
|
|
g_Renderer.Open(g_xres,g_yres,g_bpp);
|
|
|
|
// Setup lighting environment. Since the Renderer accesses the
|
|
// lighting environment through a pointer, this has to be done before
|
|
// the first Frame.
|
|
g_Renderer.SetLightEnv(&g_LightEnv);
|
|
|
|
// I haven't seen the camera affecting GUI rendering and such, but the
|
|
// viewport has to be updated according to the video mode
|
|
SViewPort vp;
|
|
vp.m_X=0;
|
|
vp.m_Y=0;
|
|
vp.m_Width=g_xres;
|
|
vp.m_Height=g_yres;
|
|
g_Renderer.SetViewport(vp);
|
|
|
|
ColorActivateFastImpl();
|
|
}
|
|
|
|
static void InitSDL()
|
|
{
|
|
MICROLOG(L"init sdl");
|
|
if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_NOPARACHUTE) < 0)
|
|
{
|
|
LOG(ERROR, LOG_CATEGORY, "SDL library initialization failed: %s", SDL_GetError());
|
|
throw PSERROR_System_SDLInitFailed();
|
|
}
|
|
atexit(SDL_Quit);
|
|
SDL_EnableUNICODE(1);
|
|
}
|
|
|
|
|
|
void EndGame()
|
|
{
|
|
if (g_NetServer)
|
|
{
|
|
delete g_NetServer;
|
|
g_NetServer=NULL;
|
|
}
|
|
else if (g_NetClient)
|
|
{
|
|
delete g_NetClient;
|
|
g_NetClient=NULL;
|
|
}
|
|
|
|
delete g_Game;
|
|
g_Game=NULL;
|
|
}
|
|
|
|
|
|
void Shutdown()
|
|
{
|
|
MICROLOG(L"Shutdown");
|
|
|
|
ShutdownPs(); // Must delete g_GUI before g_ScriptingHost
|
|
|
|
if (g_Game)
|
|
EndGame();
|
|
|
|
TIMER_BEGIN("shutdown Scheduler");
|
|
delete &g_Scheduler;
|
|
TIMER_END("shutdown Scheduler");
|
|
|
|
TIMER_BEGIN("shutdown SessionManager");
|
|
delete &g_SessionManager;
|
|
TIMER_END("shutdown SessionManager");
|
|
|
|
TIMER_BEGIN("shutdown mouse stuff");
|
|
delete &g_Mouseover;
|
|
delete &g_Selection;
|
|
delete &g_BuildingPlacer;
|
|
TIMER_END("shutdown mouse stuff");
|
|
|
|
TIMER_BEGIN("shutdown Pathfinder");
|
|
delete &g_Pathfinder;
|
|
TIMER_END("shutdown Pathfinder");
|
|
|
|
// Managed by CWorld
|
|
// delete &g_EntityManager;
|
|
|
|
TIMER_BEGIN("shutdown game scripting stuff");
|
|
delete &g_GameAttributes;
|
|
delete &g_JSGameEvents;
|
|
|
|
delete &g_FormationManager;
|
|
delete &g_TechnologyCollection;
|
|
delete &g_EntityFormationCollection;
|
|
delete &g_EntityTemplateCollection;
|
|
TIMER_END("shutdown game scripting stuff");
|
|
|
|
// destroy actor related stuff
|
|
TIMER_BEGIN("shutdown actor stuff");
|
|
delete &g_UnitMan;
|
|
delete &g_ObjMan;
|
|
delete &g_SkelAnimMan;
|
|
|
|
delete &g_MaterialManager;
|
|
delete &g_MeshManager;
|
|
TIMER_END("shutdown actor stuff");
|
|
|
|
// destroy terrain related stuff
|
|
TIMER_BEGIN("shutdown TexMan");
|
|
delete &g_TexMan;
|
|
TIMER_END("shutdown TexMan");
|
|
|
|
// destroy renderer
|
|
TIMER_BEGIN("shutdown Renderer");
|
|
delete &g_Renderer;
|
|
g_VBMan.Shutdown();
|
|
TIMER_END("shutdown Renderer");
|
|
|
|
TIMER_BEGIN("shutdown ScriptingHost");
|
|
delete &g_ScriptingHost;
|
|
TIMER_END("shutdown ScriptingHost");
|
|
|
|
TIMER_BEGIN("shutdown ConfigDB");
|
|
delete &g_ConfigDB;
|
|
TIMER_END("shutdown ConfigDB");
|
|
|
|
// Shut down the network loop
|
|
TIMER_BEGIN("shutdown CSocketBase");
|
|
CSocketBase::Shutdown();
|
|
TIMER_END("shutdown CSocketBase");
|
|
|
|
// Really shut down the i18n system. Any future calls
|
|
// to translate() will crash.
|
|
TIMER_BEGIN("shutdown I18N");
|
|
I18n::Shutdown();
|
|
TIMER_END("shutdown I18N");
|
|
|
|
// resource
|
|
// first shut down all resource owners, and then the handle manager.
|
|
TIMER_BEGIN("resource modules");
|
|
snd_shutdown();
|
|
|
|
(void)trace_write_to_file("../logs/trace.txt");
|
|
|
|
vfs_shutdown();
|
|
|
|
// must come before h_mgr_shutdown - it frees IO buffers,
|
|
// which we don't want showing up as leaks.
|
|
file_shutdown();
|
|
|
|
// this forcibly frees all open handles (thus preventing real leaks),
|
|
// and makes further access to h_mgr impossible.
|
|
h_mgr_shutdown();
|
|
|
|
// must come after h_mgr_shutdown - it causes memory
|
|
// to be freed, which requires this module to still be active.
|
|
mem_shutdown();
|
|
TIMER_END("resource modules");
|
|
|
|
TIMER_BEGIN("shutdown misc");
|
|
timer_display_client_totals();
|
|
|
|
// should be last, since the above use them
|
|
debug_shutdown();
|
|
delete &g_Logger;
|
|
delete &g_Profiler;
|
|
delete &g_ProfileViewer;
|
|
TIMER_END("shutdown misc");
|
|
}
|
|
|
|
|
|
// workaround for VC7 EBP-trashing bug, which confuses the stack trace code.
|
|
#if MSC_VERSION
|
|
# pragma optimize("", off)
|
|
#endif
|
|
|
|
void Init(int argc, char* argv[], uint flags)
|
|
{
|
|
const bool setup_vmode = (flags & INIT_HAVE_VMODE) == 0;
|
|
|
|
debug_printf("INIT &argc=%p &argv=%p\n", &argc, &argv);
|
|
MICROLOG(L"Init");
|
|
|
|
debug_set_thread_name("main");
|
|
// add all debug_printf "tags" that we are interested in:
|
|
debug_filter_add("TIMER");
|
|
|
|
// If you ever want to catch a particular allocation:
|
|
//_CrtSetBreakAlloc(187);
|
|
|
|
// Query CPU capabilities, possibly set some CPU-dependent flags
|
|
cpu_init();
|
|
|
|
// Do this as soon as possible, because it chdirs
|
|
// and will mess up the error reporting if anything
|
|
// crashes before the working directory is set.
|
|
MICROLOG(L"init vfs");
|
|
const char* argv0 = argc? argv[0] : NULL;
|
|
// ScEd doesn't have a main(argc, argv), and so it has no argv. In that
|
|
// case, just pass NULL to InitVfs, which will work out the current
|
|
// directory for itself.
|
|
InitVfs(argv0);
|
|
|
|
// This must come after VFS init, which sets the current directory
|
|
// (required for finding our output log files).
|
|
new CLogger;
|
|
|
|
// Call LoadLanguage(NULL) to initialise the I18n system, but
|
|
// without loading an actual language file - translate() will
|
|
// just show the English key text, which is better than crashing
|
|
// from a null pointer when attempting to translate e.g. error messages.
|
|
// Real languages can only be loaded when the scripting system has
|
|
// been initialised.
|
|
//
|
|
// this uses LOG and must therefore come after CLogger init.
|
|
MICROLOG(L"init i18n");
|
|
I18n::LoadLanguage(NULL);
|
|
|
|
// override ah_translate with our i18n code.
|
|
AppHooks hooks = {0};
|
|
hooks.translate = psTranslate;
|
|
set_app_hooks(&hooks);
|
|
|
|
// Set up the console early, so that debugging
|
|
// messages can be logged to it. (The console's size
|
|
// and fonts are set later in InitPs())
|
|
g_Console = new CConsole();
|
|
|
|
if(setup_vmode)
|
|
InitSDL();
|
|
|
|
// preferred video mode = current desktop settings
|
|
// (command line params may override these)
|
|
gfx_get_video_mode(&g_xres, &g_yres, &g_bpp, &g_freq);
|
|
|
|
new CProfileViewer;
|
|
new CProfileManager; // before any script code
|
|
|
|
MICROLOG(L"init scripting");
|
|
InitScripting(); // before GUI
|
|
|
|
// g_ConfigDB, command line args, globals
|
|
CONFIG_Init(argc, argv);
|
|
|
|
// setup_gui must be set after CONFIG_Init, so command-line parameters can disable it
|
|
const bool setup_gui = ((flags & INIT_NO_GUI) == 0 && g_AutostartMap.Length() == 0);
|
|
|
|
// GUI is notified in SetVideoMode, so this must come before that.
|
|
#ifndef NO_GUI
|
|
new CGUI;
|
|
#endif
|
|
|
|
bool windowed = false;
|
|
CFG_GET_SYS_VAL("windowed", Bool, windowed);
|
|
|
|
if(setup_vmode)
|
|
{
|
|
MICROLOG(L"SetVideoMode");
|
|
if(SetVideoMode(g_xres, g_yres, 32, !windowed) < 0)
|
|
{
|
|
LOG(ERROR, LOG_CATEGORY, "Could not set %dx%d graphics mode: %s", g_xres, g_yres, SDL_GetError());
|
|
throw PSERROR_System_VmodeFailed();
|
|
}
|
|
|
|
SDL_WM_SetCaption("0 A.D.", "0 A.D.");
|
|
}
|
|
|
|
tex_codec_register_all();
|
|
|
|
uint quality = SANE_TEX_QUALITY_DEFAULT; // TODO: set value from config file
|
|
SetTextureQuality(quality);
|
|
|
|
// required by ogl_tex to detect broken gfx card/driver combos
|
|
gfx_detect();
|
|
|
|
oglCheck();
|
|
|
|
if(!g_Quickstart)
|
|
{
|
|
WriteSystemInfo();
|
|
// note: no longer vfs_display here. it's dog-slow due to unbuffered
|
|
// file output and very rarely needed.
|
|
}
|
|
else
|
|
{
|
|
// speed up startup by disabling all sound
|
|
// (OpenAL init will be skipped).
|
|
// must be called before first snd_open.
|
|
snd_disable(true);
|
|
}
|
|
|
|
// (must come after SetVideoMode, since it calls oglInit)
|
|
const char* missing = oglHaveExtensions(0, "GL_ARB_multitexture", "GL_EXT_draw_range_elements", "GL_ARB_texture_env_combine", "GL_ARB_texture_env_dot3", "GL_ARB_texture_env_crossbar", 0);
|
|
if(missing)
|
|
{
|
|
wchar_t buf[500];
|
|
const wchar_t* fmt =
|
|
L"The %hs extension doesn't appear to be available on your computer. "
|
|
L"The game may still work, though - you are welcome to try at your own risk. "
|
|
L"If not or it doesn't look right, upgrade your graphics card.";
|
|
swprintf(buf, ARRAY_SIZE(buf), fmt, missing);
|
|
DISPLAY_ERROR(buf);
|
|
// TODO: i18n
|
|
}
|
|
|
|
// enable/disable VSync
|
|
// note: "GL_EXT_SWAP_CONTROL" is "historical" according to dox.
|
|
#if OS_WIN
|
|
if(oglHaveExtension("WGL_EXT_swap_control"))
|
|
pwglSwapIntervalEXT(g_VSync? 1 : 0);
|
|
#endif
|
|
|
|
MICROLOG(L"init ps");
|
|
InitPs(setup_gui);
|
|
|
|
oglCheck();
|
|
InitRenderer();
|
|
|
|
{
|
|
TIMER("Init_entitiessection");
|
|
// This needs to be done after the renderer has loaded all its actors...
|
|
new CBaseEntityCollection;
|
|
new CFormationCollection;
|
|
new CTechnologyCollection;
|
|
g_EntityFormationCollection.loadTemplates();
|
|
g_TechnologyCollection.loadTechnologies();
|
|
new CFormationManager;
|
|
|
|
// CEntityManager is managed by CWorld
|
|
//new CEntityManager;
|
|
new CSelectedEntities;
|
|
new CMouseoverEntities;
|
|
}
|
|
|
|
{
|
|
TIMER("Init_miscgamesection");
|
|
new CPathfindEngine;
|
|
new CBuildingPlacer;
|
|
new CSessionManager;
|
|
new CGameAttributes;
|
|
}
|
|
|
|
{
|
|
TIMER("Init_misc");
|
|
|
|
// Register a few Game/Network JS globals
|
|
g_ScriptingHost.SetGlobal("g_GameAttributes", OBJECT_TO_JSVAL(g_GameAttributes.GetScript()));
|
|
|
|
|
|
|
|
// Check for heap corruption after every allocation. Very, very slowly.
|
|
// (And it highlights the allocation just after the one you care about,
|
|
// so you need to run it again and tell it to break on the one before.)
|
|
//debug_heap_enable(DEBUG_HEAP_ALL);
|
|
|
|
InitInput();
|
|
|
|
oglCheck();
|
|
}
|
|
|
|
#ifndef NO_GUI
|
|
{
|
|
TIMER("Init_guiload");
|
|
g_GUI.SendEventToAll("load");
|
|
}
|
|
#endif
|
|
|
|
{
|
|
TIMER("Init_renderblank");
|
|
MICROLOG(L"render blank");
|
|
// render everything to a blank frame to force renderer to load everything
|
|
RenderNoCull();
|
|
}
|
|
|
|
if (g_FixedFrameTiming) {
|
|
CCamera &g_Camera=*g_Game->GetView()->GetCamera();
|
|
#if 0 // TOPDOWN
|
|
g_Camera.SetProjection(1.0f,10000.0f,DEGTORAD(90));
|
|
g_Camera.m_Orientation.SetIdentity();
|
|
g_Camera.m_Orientation.RotateX(DEGTORAD(90));
|
|
g_Camera.m_Orientation.Translate(CELL_SIZE*250*0.5, 250, CELL_SIZE*250*0.5);
|
|
#else // std view
|
|
g_Camera.SetProjection(1.0f,10000.0f,DEGTORAD(20));
|
|
g_Camera.m_Orientation.SetXRotation(DEGTORAD(30));
|
|
g_Camera.m_Orientation.RotateY(DEGTORAD(-45));
|
|
g_Camera.m_Orientation.Translate(350, 350, -275);
|
|
#endif
|
|
g_Camera.UpdateFrustum();
|
|
}
|
|
|
|
if (g_AutostartMap.Length())
|
|
{
|
|
// Code copied mostly from atlas/GameInterface/Handlers/Map.cpp -
|
|
// maybe should be refactored to avoid duplication
|
|
g_GameAttributes.m_MapFile = g_AutostartMap+".pmp";
|
|
for (int i=1; i<8; ++i)
|
|
g_GameAttributes.GetSlot(i)->AssignLocal();
|
|
g_Game = new CGame();
|
|
|
|
PSRETURN ret = g_Game->StartGame(&g_GameAttributes);
|
|
debug_assert(ret == PSRETURN_OK);
|
|
LDR_NonprogressiveLoad();
|
|
ret = g_Game->ReallyStartGame();
|
|
debug_assert(ret == PSRETURN_OK);
|
|
}
|
|
|
|
}
|
|
|
|
#if MSC_VERSION
|
|
# pragma optimize("", on) // restore; see above.
|
|
#endif
|
|
|
|
|