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135 lines
3.6 KiB
135 lines
3.6 KiB
2 months ago
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//
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// Copyright (c) 2010-2011 Matthew Jack and Doug Binks
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would be
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// appreciated but is not required.
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// 2. Altered source versions must be plainly marked as such, and must not be
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// misrepresented as being the original software.
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// 3. This notice may not be removed or altered from any source distribution.
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#pragma once
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#ifndef GAME_INCLUDED
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#define GAME_INCLUDED
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#include "../../RuntimeCompiler/IFileChangeNotifier.h"
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#include "../../RuntimeObjectSystem/ObjectInterface.h"
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#include "../../RuntimeObjectSystem/IObjectFactorySystem.h"
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#include "../../RuntimeObjectSystem/IRuntimeObjectSystem.h"
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#include "../../RuntimeObjectSystem/RuntimeProtector.h"
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#include "../../RuntimeCompiler/AUArray.h"
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#include "../../Systems/IGame.h"
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#include <Rocket/Core/EventListener.h>
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#include <Rocket/Core/Context.h>
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#include <vector>
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#include <map>
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#ifdef _WIN32
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#define WIN32_LEAN_AND_MEAN
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#include <Windows.h>
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#endif
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class Console;
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class Environment;
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class RocketLibSystemRenderInterfaceOpenGL;
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class RocketLibSystemSystemInterface;
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class AURenderContext;
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struct ICameraControl;
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struct ILightingControl;
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typedef int AUEntityId;
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struct IEntitySystem;
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class Game : public IGame, public IObjectFactoryListener, public ITestBuildNotifier
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{
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public:
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Game();
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virtual ~Game();
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bool Init();
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void Run();
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void Shutdown();
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void MainLoop(); // Called by libRocket and CompilerLogger
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// IObjectFactoryListener
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virtual void OnConstructorsAdded();
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// ~IObjectFactoryListener
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// IGame
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virtual void Reset();
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virtual void Restart();
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virtual void ToggleConsoleGUI();
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virtual void Exit();
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virtual void GetWindowSize( float& width, float& height ) const;
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virtual void SetSpeed( float speed );
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virtual void RunRCCppTests( bool bTestFileTracking );
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// ~IGame
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virtual bool TestBuildCallback(const char* file, TestBuildResult type);
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virtual bool TestBuildWaitAndUpdate();
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private:
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void RocketLibInit();
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void RocketLibUpdate();
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void RocketLibShutdown();
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void RenderWorld();
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void InitObjects();
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void DeleteObjects();
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void ResetGame();
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void InitStoredObjectPointers(); // Get or refresh our stored pointers to runtime objects
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bool ProtectedUpdate(AUDynArray<AUEntityId> &entities, float fDeltaTime);
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// Private Members
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Console* m_pConsole;
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Environment* m_pEnv;
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Rocket::Core::Context* m_pRocketContext;
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RocketLibSystemRenderInterfaceOpenGL* m_pOpenGLRenderer;
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RocketLibSystemSystemInterface* m_pSystemInterface;
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AURenderContext* m_pRenderContext;
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bool m_bRenderError;
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ICameraControl* m_pCameraControl;
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ILightingControl* m_pLightingControl;
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double m_fLastUpdateSessionTime;
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double m_CompileStartedTime;
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float m_GameSpeed;
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// Local class definition for handling protected update
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class EntityUpdateProtector : public RuntimeProtector
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{
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public:
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AUDynArray<AUEntityId> entities;
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float fDeltaTime;
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IEntitySystem* pEntitySystem;
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private:
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virtual void ProtectedFunc();
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};
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EntityUpdateProtector m_EntityUpdateProtector;
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};
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#endif // GAME_INCLUDED
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