glest_game/main:reformat/restyle source code [skip ci]

* used 'indent -nut -i2 -bli0 -ppi 3 *`
This commit is contained in:
andy5995
2018-01-25 02:21:15 -06:00
parent 201af4b890
commit 0f469061ec
8 changed files with 13151 additions and 8053 deletions

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@@ -21,11 +21,18 @@
# include "stats.h" # include "stats.h"
# include "leak_dumper.h" # include "leak_dumper.h"
namespace Shared { namespace Graphics { namespace Shared
{
namespace Graphics
{
class VideoPlayer; class VideoPlayer;
}} }
}
namespace Glest{ namespace Game{ namespace Glest
{
namespace Game
{
class GameSettings; class GameSettings;
// ===================================================== // =====================================================
@@ -34,7 +41,8 @@ class GameSettings;
/// ProgramState representing the end of the game /// ProgramState representing the end of the game
// ===================================================== // =====================================================
class BattleEnd: public ProgramState{ class BattleEnd:public ProgramState
{
private: private:
Stats stats; Stats stats;
@@ -50,10 +58,12 @@ private:
GameSettings *gameSettings; GameSettings *gameSettings;
StrSound battleEndMusic; StrSound battleEndMusic;
void showMessageBox(const string &text, const string &header, bool toggle); void showMessageBox (const string & text, const string & header,
bool toggle);
public: public:
BattleEnd(Program *program, const Stats *stats, ProgramState *originState); BattleEnd (Program * program, const Stats * stats,
ProgramState * originState);
~BattleEnd (); ~BattleEnd ();
virtual void update (); virtual void update ();

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@@ -42,33 +42,79 @@ using Shared::Util::RandomGen;
//class Md5Object; //class Md5Object;
//}}} //}}}
namespace Glest{ namespace Game{ namespace Glest
{
namespace Game
{
// ===================================================== // =====================================================
// class Text // class Text
// ===================================================== // =====================================================
class IntroText { class IntroText
{
private: private:
string text; string text;
Vec2i pos; Vec2i pos;
Vec2i size; Vec2i size;
int time; int
Font2D *font; time;
Font3D *font3D; Font2D *
const Texture2D *texture; font;
Font3D *
font3D;
const Texture2D *
texture;
public: public:
IntroText(const string &text, const Vec2i &pos, int time, Font2D *font, Font3D *font3D); IntroText (const string & text, const Vec2i & pos, int time,
IntroText(const Texture2D *texture, const Vec2i &pos, const Vec2i &size, int time); Font2D * font, Font3D * font3D);
IntroText (const Texture2D * texture, const Vec2i & pos,
const Vec2i & size, int time);
const string &getText() const {return text;} const
Font2D *getFont() {return font;} string &
Font3D *getFont3D() {return font3D;} getText () const
const Vec2i &getPos() const {return pos;} {
const Vec2i &getSize() const {return size;} return
int getTime() const {return time;} text;
const Texture2D *getTexture() const {return texture;} }
Font2D *
getFont ()
{
return font;
}
Font3D *
getFont3D ()
{
return font3D;
}
const
Vec2i &
getPos () const
{
return
pos;
}
const
Vec2i &
getSize () const
{
return
size;
}
int
getTime () const
{
return
time;
}
const Texture2D *
getTexture () const
{
return
texture;
}
}; };
// ===================================================== // =====================================================
@@ -77,50 +123,73 @@ public:
/// ProgramState representing the intro /// ProgramState representing the intro
// ===================================================== // =====================================================
class Intro: public ProgramState { class Intro:
public ProgramState
{
private: private:
static int introTime; static int
static int appearTime; introTime;
static int showTime; static int
static int disapearTime; appearTime;
static int
showTime;
static int
disapearTime;
private: private:
vector < IntroText * >texts; vector < IntroText * >texts;
int timer; int
int mouse2d; timer;
int
mouse2d;
//Model *mainModel; //Model *mainModel;
int modelIndex; int
float modelMinAnimSpeed; modelIndex;
float modelMaxAnimSpeed; float
modelMinAnimSpeed;
float
modelMaxAnimSpeed;
vector < Model * >models; vector < Model * >models;
Camera nextCamera; Camera nextCamera;
Camera camera; Camera camera;
Camera lastCamera; Camera lastCamera;
const Camera *targetCamera; const Camera *
float t; targetCamera;
float
t;
RandomGen random; RandomGen random;
float anim; float
float fade; anim;
float
fade;
Vec3f startPosition; Vec3f startPosition;
int modelShowTime; int
modelShowTime;
//GLMmodel* test; //GLMmodel* test;
//Shared::Graphics::md5::Md5Object *md5Test; //Shared::Graphics::md5::Md5Object *md5Test;
bool exitAfterIntroVideo; bool exitAfterIntroVideo;
void cleanup(); void
void renderModelBackground(); cleanup ();
void
renderModelBackground ();
public: public:
explicit Intro (Program * program); explicit Intro (Program * program);
virtual ~ Intro (); virtual ~ Intro ();
virtual void update(); virtual void
virtual void render(); update ();
virtual void keyDown(SDL_KeyboardEvent key); virtual void
virtual void mouseUpLeft(int x, int y); render ();
void mouseMove(int x, int y, const MouseState *ms); virtual void
keyDown (SDL_KeyboardEvent key);
virtual void
mouseUpLeft (int x, int y);
void
mouseMove (int x, int y, const MouseState * ms);
}; };
}} //end namespace }} //end namespace

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@@ -20,7 +20,10 @@
using Shared::Platform::MouseButton; using Shared::Platform::MouseButton;
using Shared::Platform::MouseState; using Shared::Platform::MouseState;
namespace Glest{ namespace Game{ namespace Glest
{
namespace Game
{
// ===================================================== // =====================================================
// class MainWindow // class MainWindow
@@ -28,47 +31,82 @@ namespace Glest{ namespace Game{
/// Main program window /// Main program window
// ===================================================== // =====================================================
class MainWindow: public WindowGl { class MainWindow:
public WindowGl
{
private: private:
Program * program; Program * program;
PopupMenu popupMenu; PopupMenu popupMenu;
int cancelLanguageSelection; int
cancelLanguageSelection;
bool triggerLanguageToggle; bool triggerLanguageToggle;
string triggerLanguage; string triggerLanguage;
void showLanguages(); void
showLanguages ();
public: public:
explicit MainWindow (Program * program); explicit MainWindow (Program * program);
~MainWindow (); ~MainWindow ();
void setProgram(Program *program); void
setProgram (Program * program);
virtual void eventMouseDown(int x, int y, MouseButton mouseButton); virtual void
virtual void eventMouseUp(int x, int y, MouseButton mouseButton); eventMouseDown (int x, int y, MouseButton mouseButton);
virtual void eventMouseDoubleClick(int x, int y, MouseButton mouseButton); virtual void
virtual void eventMouseMove(int x, int y, const MouseState *mouseState); eventMouseUp (int x, int y, MouseButton mouseButton);
virtual bool eventTextInput(std::string text); virtual void
virtual bool eventSdlKeyDown(SDL_KeyboardEvent key); eventMouseDoubleClick (int x, int y, MouseButton mouseButton);
virtual void eventKeyDown(SDL_KeyboardEvent key); virtual void
virtual void eventMouseWheel(int x, int y, int zDelta); eventMouseMove (int x, int y, const MouseState * mouseState);
virtual void eventKeyUp(SDL_KeyboardEvent key); virtual
virtual void eventKeyPress(SDL_KeyboardEvent c); bool
virtual void eventActivate(bool active); eventTextInput (std::string text);
virtual void eventResize(SizeState sizeState); virtual
virtual void eventClose(); bool
virtual void eventWindowEvent(SDL_WindowEvent event); eventSdlKeyDown (SDL_KeyboardEvent key);
virtual void
eventKeyDown (SDL_KeyboardEvent key);
virtual void
eventMouseWheel (int x, int y, int zDelta);
virtual void
eventKeyUp (SDL_KeyboardEvent key);
virtual void
eventKeyPress (SDL_KeyboardEvent c);
virtual void
eventActivate (bool active);
virtual void
eventResize (SizeState sizeState);
virtual void
eventClose ();
virtual void
eventWindowEvent (SDL_WindowEvent event);
virtual void render(); virtual void
void toggleLanguage(string language); render ();
bool getTriggerLanguageToggle() const { return triggerLanguageToggle; } void
string getTriggerLanguage() const { return triggerLanguage; } toggleLanguage (string language);
bool getTriggerLanguageToggle ()const
{
return
triggerLanguageToggle;
}
string
getTriggerLanguage () const
{
return
triggerLanguage;
}
virtual int getDesiredScreenWidth(); virtual int
virtual int getDesiredScreenHeight(); getDesiredScreenWidth ();
virtual int
getDesiredScreenHeight ();
protected: protected:
virtual void eventToggleFullScreen(bool isFullscreen); virtual void
eventToggleFullScreen (bool isFullscreen);
}; };
}} //end namespace }} //end namespace

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@@ -38,9 +38,14 @@ using Shared::Platform::SizeState;
using Shared::Platform::MouseState; using Shared::Platform::MouseState;
using Shared::PlatformCommon::PerformanceTimer; using Shared::PlatformCommon::PerformanceTimer;
using Shared::Platform::Ip; using Shared::Platform::Ip;
using namespace Shared::PlatformCommon; using
namespace
Shared::PlatformCommon;
namespace Glest{ namespace Game{ namespace Glest
{
namespace Game
{
class Program; class Program;
class MainWindow; class MainWindow;
@@ -53,99 +58,248 @@ class GameSettings;
/// Intro, MainMenu, Game, BattleEnd (State Design pattern) /// Intro, MainMenu, Game, BattleEnd (State Design pattern)
// ===================================================== // =====================================================
class ProgramState { class ProgramState
{
protected: protected:
Program * program; Program * program;
int mouseX; int
int mouseY; mouseX;
int mouse2dAnim; int
mouseY;
int
mouse2dAnim;
int startX; int
int startY; startX;
int
startY;
bool forceMouseRender; bool forceMouseRender;
int fps; int
int lastFps; fps;
int
lastFps;
public: public:
static const char *MAIN_PROGRAM_RENDER_KEY; static const char *
MAIN_PROGRAM_RENDER_KEY;
explicit ProgramState (Program * program); explicit ProgramState (Program * program);
virtual ~ProgramState(){}; virtual ~ ProgramState ()
{
};
int getFps() const { return fps; } int
int getLastFps() const { return lastFps; } getFps () const
{
return
fps;
}
int
getLastFps () const
{
return
lastFps;
}
//virtual void render()=0; //virtual void render()=0;
virtual bool canRender(bool sleepIfCannotRender=true); virtual
virtual void render(); bool
virtual void update(); canRender (bool sleepIfCannotRender = true);
virtual void updateCamera(){}; virtual void
virtual void tick(); render ();
virtual void init(){}; virtual void
virtual void load(){}; update ();
virtual void end(){}; virtual void
virtual void mouseDownLeft(int x, int y){}; updateCamera ()
virtual void mouseUpLeft(int x, int y){}; {
virtual void mouseUpRight(int x, int y){} };
virtual void mouseUpCenter(int x, int y){} virtual void
virtual void mouseDownRight(int x, int y){}; tick ();
virtual void mouseDownCenter(int x, int y){} virtual void
virtual void mouseDoubleClickLeft(int x, int y){}; init ()
virtual void mouseDoubleClickRight(int x, int y){} {
virtual void mouseDoubleClickCenter(int x, int y){} };
virtual void eventMouseWheel(int x, int y, int zDelta){} virtual void
virtual void mouseMove(int x, int y, const MouseState *mouseState); load ()
virtual bool textInput(std::string text){ return false; }; {
virtual void keyDown(SDL_KeyboardEvent key){}; };
virtual bool sdlKeyDown(SDL_KeyboardEvent key){ return false; }; virtual void
virtual void keyUp(SDL_KeyboardEvent key){}; end ()
virtual void keyPress(SDL_KeyboardEvent c){}; {
virtual void setStartXY(int X,int Y) { startX=X; startY=Y; } };
virtual void restoreToStartXY(); virtual void
virtual bool isInSpecialKeyCaptureEvent() { return false; } mouseDownLeft (int x, int y)
virtual bool quitTriggered() { return false; } {
virtual Stats quitAndToggleState() { return Stats(); }; };
virtual Program * getProgram() { return program; } virtual void
virtual const Program * getProgramConstPtr() { return program; } mouseUpLeft (int x, int y)
virtual void setForceMouseRender(bool value) { forceMouseRender=value;} {
virtual void consoleAddLine(string line) { }; };
virtual void
mouseUpRight (int x, int y)
{
}
virtual void
mouseUpCenter (int x, int y)
{
}
virtual void
mouseDownRight (int x, int y)
{
};
virtual void
mouseDownCenter (int x, int y)
{
}
virtual void
mouseDoubleClickLeft (int x, int y)
{
};
virtual void
mouseDoubleClickRight (int x, int y)
{
}
virtual void
mouseDoubleClickCenter (int x, int y)
{
}
virtual void
eventMouseWheel (int x, int y, int zDelta)
{
}
virtual void
mouseMove (int x, int y, const MouseState * mouseState);
virtual
bool
textInput (std::string text)
{
return false;
};
virtual void
keyDown (SDL_KeyboardEvent key)
{
};
virtual
bool
sdlKeyDown (SDL_KeyboardEvent key)
{
return false;
};
virtual void
keyUp (SDL_KeyboardEvent key)
{
};
virtual void
keyPress (SDL_KeyboardEvent c)
{
};
virtual void
setStartXY (int X, int Y)
{
startX = X;
startY = Y;
}
virtual void
restoreToStartXY ();
virtual
bool
isInSpecialKeyCaptureEvent ()
{
return false;
}
virtual
bool
quitTriggered ()
{
return false;
}
virtual
Stats
quitAndToggleState ()
{
return Stats ();
};
virtual Program *
getProgram ()
{
return program;
}
virtual const Program *
getProgramConstPtr ()
{
return program;
}
virtual void
setForceMouseRender (bool value)
{
forceMouseRender = value;
}
virtual void
consoleAddLine (string line)
{
};
virtual void reloadUI() {}; virtual void
virtual void addPerformanceCount(string key,int64 value) {}; reloadUI ()
{
};
virtual void
addPerformanceCount (string key, int64 value)
{
};
protected: protected:
virtual void incrementFps(); virtual void
incrementFps ();
}; };
// =============================== // ===============================
// class Program // class Program
// =============================== // ===============================
class Program { class Program
{
private: private:
static const int maxTimes; static const int
SimpleTaskThread *soundThreadManager; maxTimes;
SimpleTaskThread *
soundThreadManager;
class ShowMessageProgramState : public ProgramState { class ShowMessageProgramState:
public ProgramState
{
GraphicMessageBox msgBox; GraphicMessageBox msgBox;
int mouseX; int
int mouseY; mouseX;
int mouse2dAnim; int
mouseY;
int
mouse2dAnim;
string msg; string msg;
bool userWantsExit; bool userWantsExit;
public: public:
ShowMessageProgramState (Program * program, const char *msg); ShowMessageProgramState (Program * program, const char *msg);
virtual void render(); virtual void
virtual void mouseDownLeft(int x, int y); render ();
virtual void mouseMove(int x, int y, const MouseState &mouseState); virtual void
virtual void keyPress(SDL_KeyboardEvent c); mouseDownLeft (int x, int y);
virtual void update(); virtual void
virtual bool wantExit() { return userWantsExit; } mouseMove (int x, int y, const MouseState & mouseState);
virtual void
keyPress (SDL_KeyboardEvent c);
virtual void
update ();
virtual
bool
wantExit ()
{
return userWantsExit;
}
}; };
@@ -156,92 +310,188 @@ private:
PerformanceTimer updateTimer; PerformanceTimer updateTimer;
PerformanceTimer updateCameraTimer; PerformanceTimer updateCameraTimer;
WindowGl *window; WindowGl *
static Program *singleton; window;
static Program *
singleton;
GraphicMessageBox msgBox; GraphicMessageBox msgBox;
int skipRenderFrameCount; int
skipRenderFrameCount;
bool messageBoxIsSystemError; bool messageBoxIsSystemError;
ProgramState *programStateOldSystemError; ProgramState *
programStateOldSystemError;
//bool masterserverMode; //bool masterserverMode;
bool shutdownApplicationEnabled; bool shutdownApplicationEnabled;
static bool wantShutdownApplicationAfterGame; static
bool
wantShutdownApplicationAfterGame;
static bool tryingRendererInit; static
static bool rendererInitOk; bool
tryingRendererInit;
static
bool
rendererInitOk;
public: public:
Program (); Program ();
virtual ~ Program (); virtual ~ Program ();
static bool getTryingRendererInit() { return tryingRendererInit; } static
static bool getRendererInitOk() { return rendererInitOk; } bool
getTryingRendererInit ()
{
return tryingRendererInit;
}
static
bool
getRendererInitOk ()
{
return rendererInitOk;
}
static Program *getInstance() { return singleton; } static Program *
getInstance ()
{
return singleton;
}
static void setWantShutdownApplicationAfterGame(bool value) { wantShutdownApplicationAfterGame = value; } static void
static bool getWantShutdownApplicationAfterGame() { return wantShutdownApplicationAfterGame; } setWantShutdownApplicationAfterGame (bool value)
{
wantShutdownApplicationAfterGame = value;
}
static
bool
getWantShutdownApplicationAfterGame ()
{
return wantShutdownApplicationAfterGame;
}
//bool isMasterserverMode() const; //bool isMasterserverMode() const;
bool isShutdownApplicationEnabled() const { return shutdownApplicationEnabled; } bool isShutdownApplicationEnabled ()const
void setShutdownApplicationEnabled(bool value) { shutdownApplicationEnabled = value; } {
return
shutdownApplicationEnabled;
}
void
setShutdownApplicationEnabled (bool value)
{
shutdownApplicationEnabled = value;
}
GraphicMessageBox * getMsgBox() { return &msgBox; } GraphicMessageBox *
void initNormal(WindowGl *window); getMsgBox ()
void initServer(WindowGl *window,bool autostart=false,bool openNetworkSlots=false,bool masterserverMode=false); {
void initServer(WindowGl *window, GameSettings *settings); return &msgBox;
void initSavedGame(WindowGl *window,bool masterserverMode=false,string saveGameFile=""); }
void initClient(WindowGl *window, const Ip &serverIp,int portNumber=-1); void
void initClientAutoFindHost(WindowGl *window); initNormal (WindowGl * window);
void initScenario(WindowGl *window, string autoloadScenarioName); void
initServer (WindowGl * window, bool autostart =
false, bool openNetworkSlots =
false, bool masterserverMode = false);
void
initServer (WindowGl * window, GameSettings * settings);
void
initSavedGame (WindowGl * window, bool masterserverMode =
false, string saveGameFile = "");
void
initClient (WindowGl * window, const Ip & serverIp, int portNumber =
-1);
void
initClientAutoFindHost (WindowGl * window);
void
initScenario (WindowGl * window, string autoloadScenarioName);
//main //main
bool textInput (std::string text); bool textInput (std::string text);
void keyDown(SDL_KeyboardEvent key); void
keyDown (SDL_KeyboardEvent key);
bool sdlKeyDown (SDL_KeyboardEvent key); bool sdlKeyDown (SDL_KeyboardEvent key);
void keyUp(SDL_KeyboardEvent key); void
void keyPress(SDL_KeyboardEvent c); keyUp (SDL_KeyboardEvent key);
void
keyPress (SDL_KeyboardEvent c);
void loop(); void
void loopWorker(); loop ();
void resize(SizeState sizeState); void
void showMessage(const char *msg); loopWorker ();
void
resize (SizeState sizeState);
void
showMessage (const char *msg);
bool isMessageShowing (); bool isMessageShowing ();
//misc //misc
void setState(ProgramState *programStateNew,bool cleanupOldState=true); void
ProgramState * getState() { return programState;} setState (ProgramState * programStateNew, bool cleanupOldState = true);
WindowGl * getWindow() { return window; } ProgramState *
const WindowGl * getWindowConstPtr() const { return window; } getState ()
void init(WindowGl *window, bool initSound=true, bool toggleFullScreen=false); {
void exit(); return programState;
}
WindowGl *
getWindow ()
{
return window;
}
const WindowGl *
getWindowConstPtr () const
{
return
window;
}
void
init (WindowGl * window, bool initSound = true, bool toggleFullScreen =
false);
void
exit ();
virtual void simpleTask(BaseThread *callingThread,void *userdata); virtual void
simpleTask (BaseThread * callingThread, void *userdata);
void mouseDownLeft(int x, int y); void
void eventMouseMove(int x, int y, const MouseState *ms); mouseDownLeft (int x, int y);
void
eventMouseMove (int x, int y, const MouseState * ms);
void renderProgramMsgBox(); void
bool isInSpecialKeyCaptureEvent() { return programState->isInSpecialKeyCaptureEvent(); } renderProgramMsgBox ();
bool isInSpecialKeyCaptureEvent ()
{
return programState->isInSpecialKeyCaptureEvent ();
}
//void reInitGl(); //void reInitGl();
//void resetSoundSystem(); //void resetSoundSystem();
void stopSoundSystem(); void
void startSoundSystem(); stopSoundSystem ();
void
startSoundSystem ();
virtual void consoleAddLine(string line); virtual void
consoleAddLine (string line);
virtual SimpleTaskThread * getSoundThreadManager(bool takeOwnership); virtual SimpleTaskThread *
virtual void reloadUI(); getSoundThreadManager (bool takeOwnership);
virtual void
reloadUI ();
private: private:
void setDisplaySettings(); void
void restoreDisplaySettings(); setDisplaySettings ();
void restoreStateFromSystemError(); void
void initResolution(); restoreDisplaySettings ();
void
restoreStateFromSystemError ();
void
initResolution ();
}; };
}} //end namespace }} //end namespace