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https://github.com/glest/glest-source.git
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Give the real SDL_KEYDOWN to the Window/Program states. This fixes issues with group keys and SDL2.
421 lines
13 KiB
C++
421 lines
13 KiB
C++
// ==============================================================
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// This file is part of Glest (www.glest.org)
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//
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// Copyright (C) 2001-2008 Martiño Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#ifndef _GLEST_GAME_GAME_H_
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#define _GLEST_GAME_GAME_H_
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#ifdef WIN32
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#include <winsock2.h>
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#include <winsock.h>
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#endif
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#include <vector>
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#include "gui.h"
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#include "game_camera.h"
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#include "world.h"
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#include "ai_interface.h"
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#include "program.h"
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#include "chat_manager.h"
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#include "script_manager.h"
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#include "game_settings.h"
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#include "network_interface.h"
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#include "data_types.h"
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#include "selection.h"
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#include "leak_dumper.h"
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using std::vector;
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using namespace Shared::Platform;
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using namespace Shared::PlatformCommon;
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namespace Shared { namespace Graphics {
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class VideoPlayer;
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}};
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namespace Glest{ namespace Game{
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class GraphicMessageBox;
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class ServerInterface;
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enum LoadGameItem {
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lgt_FactionPreview = 0x01,
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lgt_TileSet = 0x02,
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lgt_TechTree = 0x04,
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lgt_Map = 0x08,
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lgt_Scenario = 0x10,
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lgt_All = (lgt_FactionPreview | lgt_TileSet | lgt_TechTree | lgt_Map | lgt_Scenario)
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};
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// =====================================================
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// class Game
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//
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// Main game class
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// =====================================================
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class Game: public ProgramState, public FileCRCPreCacheThreadCallbackInterface,
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public CustomInputCallbackInterface, public ClientLagCallbackInterface {
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public:
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static const float highlightTime;
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private:
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typedef vector<Ai*> Ais;
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typedef vector<AiInterface*> AiInterfaces;
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private:
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//main data
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World world;
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AiInterfaces aiInterfaces;
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Gui gui;
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GameCamera gameCamera;
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Commander commander;
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Console console;
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ChatManager chatManager;
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ScriptManager scriptManager;
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//misc
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Checksum checksum;
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string loadingText;
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int mouse2d;
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int mouseX;
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int mouseY; //coords win32Api
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Vec2i mouseCellPos;
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int updateFps, lastUpdateFps, avgUpdateFps;
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int framesToCatchUpAsClient;
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int framesToSlowDownAsClient;
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int receivedTooEarlyInFrames[GameConstants::networkSmoothInterval];
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int framesNeededToWaitForServerMessage[GameConstants::networkSmoothInterval];
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int totalRenderFps, renderFps, lastRenderFps, avgRenderFps,currentAvgRenderFpsTotal;
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uint64 tickCount;
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bool paused;
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bool pauseRequestSent;
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bool resumeRequestSent;
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bool pauseStateChanged;
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bool pausedForJoinGame;
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bool pausedBeforeJoinGame;
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bool gameOver;
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bool renderNetworkStatus;
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bool renderInGamePerformance;
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bool showFullConsole;
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bool setMarker;
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bool cameraDragAllowed;
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bool mouseMoved;
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float scrollSpeed;
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bool camLeftButtonDown;
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bool camRightButtonDown;
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bool camUpButtonDown;
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bool camDownButtonDown;
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int speed;
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GraphicMessageBox mainMessageBox;
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GraphicMessageBox errorMessageBox;
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//misc ptr
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ParticleSystem *weatherParticleSystem;
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GameSettings gameSettings;
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Vec2i lastMousePos;
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time_t lastRenderLog2d;
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DisplayMessageFunction originalDisplayMsgCallback;
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bool isFirstRender;
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bool quitTriggeredIndicator;
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bool quitPendingIndicator;
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int original_updateFps;
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int original_cameraFps;
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bool captureAvgTestStatus;
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int updateFpsAvgTest;
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int renderFpsAvgTest;
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int renderExtraTeamColor;
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static const int renderTeamColorCircleBit=1;
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static const int renderTeamColorPlaneBit=2;
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bool photoModeEnabled;
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int healthbarMode;
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bool visibleHUD;
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bool timeDisplay;
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bool withRainEffect;
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Program *program;
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bool gameStarted;
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time_t lastMaxUnitCalcTime;
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PopupMenu popupMenu;
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PopupMenu popupMenuSwitchTeams;
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PopupMenu popupMenuDisconnectPlayer;
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std::map<int,int> switchTeamIndexMap;
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GraphicMessageBox switchTeamConfirmMessageBox;
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std::map<int,int> disconnectPlayerIndexMap;
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int playerIndexDisconnect;
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GraphicMessageBox disconnectPlayerConfirmMessageBox;
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int exitGamePopupMenuIndex;
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int joinTeamPopupMenuIndex;
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int pauseGamePopupMenuIndex;
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int saveGamePopupMenuIndex;
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int loadGamePopupMenuIndex;
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//int markCellPopupMenuIndex;
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//int unmarkCellPopupMenuIndex;
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int keyboardSetupPopupMenuIndex;
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int disconnectPlayerPopupMenuIndex;
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//GLuint statelist3dMenu;
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ProgramState *currentUIState;
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bool isMarkCellEnabled;
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Vec2i cellMarkedPos;
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MarkedCell cellMarkedData;
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bool isMarkCellTextEnabled;
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Texture2D *markCellTexture;
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bool isUnMarkCellEnabled;
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Texture2D *unmarkCellTexture;
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std::map<Vec2i, MarkedCell> mapMarkedCellList;
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Texture2D *highlightCellTexture;
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std::vector<MarkedCell> highlightedCells;
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bool masterserverMode;
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StrSound *currentAmbientSound;
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time_t lastNetworkPlayerConnectionCheck;
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time_t lastMasterServerGameStatsDump;
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XmlNode *loadGameNode;
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int lastworldFrameCountForReplay;
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std::vector<std::pair<int,NetworkCommand> > replayCommandList;
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std::vector<string> streamingVideos;
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::Shared::Graphics::VideoPlayer *videoPlayer;
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bool playingStaticVideo;
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Unit *currentCameraFollowUnit;
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std::map<int,HighlightSpecialUnitInfo> unitHighlightList;
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MasterSlaveThreadController masterController;
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bool inJoinGameLoading;
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bool initialResumeSpeedLoops;
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bool quitGameCalled;
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bool disableSpeedChange;
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std::map<int,FowAlphaCellsLookupItem> teamFowAlphaCellsLookupItem;
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std::map<string,int64> gamePerformanceCounts;
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bool networkPauseGameForLaggedClientsRequested;
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bool networkResumeGameForLaggedClientsRequested;
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public:
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Game();
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Game(Program *program, const GameSettings *gameSettings, bool masterserverMode);
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~Game();
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void reInitGUI();
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bool isFlagType1BitEnabled(FlagTypes1 type) const;
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bool isMarkCellMode() const { return isMarkCellEnabled; }
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const Texture2D * getMarkCellTexture() const { return markCellTexture; }
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bool isUnMarkCellMode() const { return isUnMarkCellEnabled; }
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const Texture2D * getUnMarkCellTexture() const { return unmarkCellTexture; }
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std::map<Vec2i, MarkedCell> getMapMarkedCellList() const { return mapMarkedCellList; }
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const Texture2D * getHighlightCellTexture() const { return highlightCellTexture; }
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const std::vector<MarkedCell> * getHighlightedCells() const { return &highlightedCells; }
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void addOrReplaceInHighlightedCells(MarkedCell mc);
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bool isMasterserverMode() const { return masterserverMode; }
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//get
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GameSettings *getGameSettings() {return &gameSettings;}
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void setGameSettings(GameSettings *settings) { gameSettings = *settings;}
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const GameSettings *getReadOnlyGameSettings() const {return &gameSettings;}
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const GameCamera *getGameCamera() const {return &gameCamera;}
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GameCamera *getGameCameraPtr() {return &gameCamera;}
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const Commander *getCommander() const {return &commander;}
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Gui *getGuiPtr() {return &gui;}
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const Gui *getGui() const {return &gui;}
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Commander *getCommander() {return &commander;}
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Console *getConsole() {return &console;}
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ScriptManager *getScriptManager() {return &scriptManager;}
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World *getWorld() {return &world;}
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const World *getWorld() const {return &world;}
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Program *getProgram() {return program;}
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Vec2i getMouseCellPos() const {return mouseCellPos;}
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bool isValidMouseCellPos() const;
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void removeUnitFromSelection(const Unit *unit);
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bool addUnitToSelection(Unit *unit);
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void addUnitToGroupSelection(Unit *unit,int groupIndex);
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void removeUnitFromGroupSelection(int unitId,int groupIndex);
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void recallGroupSelection(int groupIndex);
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Uint64 getTickCount() {return tickCount;}
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bool getPaused();
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void setPaused(bool value, bool forceAllowPauseStateChange,bool clearCaches,bool joinNetworkGame);
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void tryPauseToggle(bool pause);
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void setupRenderForVideo();
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void saveGame();
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const int getTotalRenderFps() const {return totalRenderFps;}
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void toggleTeamColorMarker();
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//init
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void resetMembers();
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virtual void load(int loadTypes);
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virtual void load();
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virtual void init();
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virtual void init(bool initForPreviewOnly);
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virtual void update();
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virtual void updateCamera();
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virtual void render();
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virtual void tick();
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//event managing
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virtual bool textInput(std::string text);
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virtual bool sdlKeyDown(SDL_KeyboardEvent key);
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virtual void keyDown(SDL_KeyboardEvent key);
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virtual void keyUp(SDL_KeyboardEvent key);
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virtual void keyPress(SDL_KeyboardEvent c);
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virtual void mouseDownLeft(int x, int y);
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virtual void mouseDownRight(int x, int y);
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virtual void mouseUpCenter(int x, int y);
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virtual void mouseUpLeft(int x, int y);
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virtual void mouseDoubleClickLeft(int x, int y);
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virtual void eventMouseWheel(int x, int y, int zDelta);
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virtual void mouseMove(int x, int y, const MouseState *mouseState);
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virtual bool isInSpecialKeyCaptureEvent() { return chatManager.getEditEnabled(); }
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virtual bool quitTriggered();
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virtual Stats quitAndToggleState();
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Stats quitGame();
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static void exitGameState(Program *program, Stats &endStats);
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void startPerformanceTimer();
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void endPerformanceTimer();
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Vec2i getPerformanceTimerResults();
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static Texture2D * findFactionLogoTexture(const GameSettings *settings, Logger *logger=NULL,string factionLogoFilter=GameConstants::LOADING_SCREEN_FILE_FILTER, bool useTechDefaultIfFilterNotFound=true);
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static string findFactionLogoFile(const GameSettings *settings, Logger *logger=NULL, string factionLogoFilter=GameConstants::LOADING_SCREEN_FILE_FILTER);
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static string extractScenarioLogoFile(const GameSettings *settings, string &result, bool &loadingImageUsed, Logger *logger=NULL, string factionLogoFilter=GameConstants::LOADING_SCREEN_FILE_FILTER);
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static string extractFactionLogoFile(bool &loadingImageUsed, string factionName, string scenarioDir, string techName, Logger *logger=NULL, string factionLogoFilter=GameConstants::LOADING_SCREEN_FILE_FILTER);
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static string extractTechLogoFile(string scenarioDir, string techName, bool &loadingImageUsed, Logger *logger=NULL,string factionLogoFilter=GameConstants::LOADING_SCREEN_FILE_FILTER);
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void loadHudTexture(const GameSettings *settings);
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bool getGameOver() { return gameOver; }
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bool hasGameStarted() { return gameStarted;}
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virtual vector<Texture2D *> processTech(string techName);
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virtual void consoleAddLine(string line);
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void endGame();
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void playStaticVideo(const string &playVideo);
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void playStreamingVideo(const string &playVideo);
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void stopStreamingVideo(const string &playVideo);
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void stopAllVideo();
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string saveGame(string name, string path="saved/");
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static void loadGame(string name,Program *programPtr,bool isMasterserverMode, const GameSettings *joinGameSettings=NULL);
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void addNetworkCommandToReplayList(NetworkCommand* networkCommand,int worldFrameCount);
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bool factionLostGame(int factionIndex);
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void addCellMarker(Vec2i cellPos, MarkedCell cellData);
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void removeCellMarker(Vec2i surfaceCellPos, const Faction *faction);
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void showMarker(Vec2i cellPos, MarkedCell cellData);
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void highlightUnit(int unitId,float radius, float thickness, Vec4f color);
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void unhighlightUnit(int unitId);
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bool showTranslatedTechTree() const;
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void DumpCRCWorldLogIfRequired(string fileSuffix="");
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bool getDisableSpeedChange() const { return disableSpeedChange; }
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void setDisableSpeedChange(bool value) { disableSpeedChange = value; }
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string getGamePerformanceCounts(bool displayWarnings) const;
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virtual void addPerformanceCount(string key,int64 value);
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bool getRenderInGamePerformance() const { return renderInGamePerformance; }
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private:
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//render
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void render3d();
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void render2d();
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//misc
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void checkWinner();
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void checkWinnerStandard();
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void checkWinnerScripted();
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void setEndGameTeamWinnersAndLosers();
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bool hasBuilding(const Faction *faction);
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bool factionLostGame(const Faction *faction);
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void incSpeed();
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void decSpeed();
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int getUpdateLoops();
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void showLoseMessageBox();
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void showWinMessageBox();
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void showMessageBox(const string &text, const string &header, bool toggle);
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void showErrorMessageBox(const string &text, const string &header, bool toggle);
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void renderWorker();
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static int ErrorDisplayMessage(const char *msg, bool exitApp);
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void ReplaceDisconnectedNetworkPlayersWithAI(bool isNetworkGame, NetworkRole role);
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void calcCameraMoveX();
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void calcCameraMoveZ();
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int getFirstUnusedTeamNumber();
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void updateWorldStats();
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void setupPopupMenus(bool checkClientAdminOverrideOnly);
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string getDebugStats(std::map<int,string> &factionDebugInfo);
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void renderVideoPlayer();
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void updateNetworkMarkedCells();
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void updateNetworkUnMarkedCells();
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void updateNetworkHighligtedCells();
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virtual void processInputText(string text, bool cancelled);
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void startMarkCell();
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void startCameraFollowUnit();
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bool switchSetupForSlots(ServerInterface *& serverInterface,
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int startIndex, int endIndex, bool onlyNetworkUnassigned);
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void processNetworkSynchChecksIfRequired();
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Stats getEndGameStats();
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void checkWinnerStandardHeadlessOrObserver();
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void checkWinnerStandardPlayer();
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std::map<int, int> getTeamsAlive();
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void initCamera(Map *map);
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virtual bool clientLagHandler(int slotIndex,bool networkPauseGameForLaggedClients);
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};
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}}//end namespace
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#endif
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