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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-20 00:59:19 +02:00
This commit is contained in:
VB
2017-03-03 13:12:00 +01:00
22 changed files with 564 additions and 512 deletions

221
EU07.cpp
View File

@@ -47,50 +47,81 @@ void cursor_pos_callback(GLFWwindow *window, double x, double y)
glfwSetCursorPos(window, 0.0, 0.0);
}
void key_callback(GLFWwindow *window, int key, int scancode, int action, int mods)
void key_callback( GLFWwindow *window, int key, int scancode, int action, int mods )
{
Global::shiftState = (mods & GLFW_MOD_SHIFT) ? true : false;
Global::ctrlState = (mods & GLFW_MOD_CONTROL) ? true : false;
Global::shiftState = ( mods & GLFW_MOD_SHIFT ) ? true : false;
Global::ctrlState = ( mods & GLFW_MOD_CONTROL ) ? true : false;
if (action == GLFW_PRESS || action == GLFW_REPEAT)
{
World.OnKeyDown(key);
if( ( key == GLFW_KEY_LEFT_SHIFT )
|| ( key == GLFW_KEY_LEFT_CONTROL )
|| ( key == GLFW_KEY_LEFT_ALT )
|| ( key == GLFW_KEY_RIGHT_SHIFT )
|| ( key == GLFW_KEY_RIGHT_CONTROL )
|| ( key == GLFW_KEY_RIGHT_ALT ) ) {
// don't bother passing these
return;
}
switch (key)
{
case GLFW_KEY_PAUSE:
if (Global::iPause & 1)
Global::iPause &= ~1;
else if (!(Global::iMultiplayer & 2) &&
(mods & GLFW_MOD_CONTROL))
Global::iPause ^= 2;
if (Global::iPause)
Global::iTextMode = GLFW_KEY_F1;
break;
if( action == GLFW_PRESS || action == GLFW_REPEAT )
{
World.OnKeyDown( key );
case GLFW_KEY_F7:
Global::bWireFrame = !Global::bWireFrame;
++Global::iReCompile;
break;
}
}
else if (action == GLFW_RELEASE)
{
World.OnKeyUp(key);
}
switch( key )
{
case GLFW_KEY_ESCAPE: {
//[Esc] pauzuje tylko bez Debugmode
if( DebugModeFlag )
break;
if( Global::iPause & 1 ) // jeśli pauza startowa
Global::iPause &= ~1; // odpauzowanie, gdy po wczytaniu miało nie startować
else if( !( Global::iMultiplayer & 2 ) ) // w multiplayerze pauza nie ma sensu
if( !Global::ctrlState ) // z [Ctrl] to radiostop jest
Global::iPause ^= 2; // zmiana stanu zapauzowania
if( Global::iPause ) // jak pauza
Global::iTextMode = GLFW_KEY_F1; // to wyświetlić zegar i informację
break;
}
case GLFW_KEY_F7:
if( DebugModeFlag ) { // siatki wyświetlane tyko w trybie testowym
Global::bWireFrame = !Global::bWireFrame;
if( true == Global::bWireFrame ) {
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
}
else {
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
}
++Global::iReCompile; // odświeżyć siatki
// Ra: jeszcze usunąć siatki ze skompilowanych obiektów!
}
break;
}
}
else if( action == GLFW_RELEASE )
{
World.OnKeyUp( key );
}
}
void focus_callback(GLFWwindow *window, int focus)
void focus_callback( GLFWwindow *window, int focus )
{
if (Global::bInactivePause) // jeśli ma być pauzowanie okna w tle
if (focus)
Global::iPause &= ~4; // odpauzowanie, gdy jest na pierwszym planie
else
Global::iPause |= 4; // włączenie pauzy, gdy nieaktywy
if( Global::bInactivePause ) // jeśli ma być pauzowanie okna w tle
if( focus )
Global::iPause &= ~4; // odpauzowanie, gdy jest na pierwszym planie
else
Global::iPause |= 4; // włączenie pauzy, gdy nieaktywy
}
#ifdef _WINDOWS
extern "C"
{
GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window);
}
LONG CALLBACK unhandled_handler(::EXCEPTION_POINTERS* e);
LRESULT APIENTRY WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
extern HWND Hwnd;
extern WNDPROC BaseWindowProc;
#endif
int main(int argc, char *argv[])
@@ -106,11 +137,11 @@ int main(int argc, char *argv[])
Global::LoadIniFile("eu07.ini");
Global::InitKeys();
// hunter-271211: ukrywanie konsoli
if (Global::iWriteLogEnabled & 2)
{
// hunter-271211: ukrywanie konsoli
if( Global::iWriteLogEnabled & 2 )
{
AllocConsole();
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_GREEN);
SetConsoleTextAttribute( GetStdHandle( STD_OUTPUT_HANDLE ), FOREGROUND_GREEN );
}
for (int i = 1; i < argc; i++)
@@ -142,75 +173,85 @@ int main(int argc, char *argv[])
}
}
// match requested video mode to current to allow for
// fullwindow creation when resolution is the same
GLFWmonitor *monitor = glfwGetPrimaryMonitor();
const GLFWvidmode *vmode = glfwGetVideoMode(monitor);
// match requested video mode to current to allow for
// fullwindow creation when resolution is the same
GLFWmonitor *monitor = glfwGetPrimaryMonitor();
const GLFWvidmode *vmode = glfwGetVideoMode(monitor);
glfwWindowHint(GLFW_RED_BITS, vmode->redBits);
glfwWindowHint(GLFW_GREEN_BITS, vmode->greenBits);
glfwWindowHint(GLFW_BLUE_BITS, vmode->blueBits);
glfwWindowHint(GLFW_REFRESH_RATE, vmode->refreshRate);
glfwWindowHint(GLFW_RED_BITS, vmode->redBits);
glfwWindowHint(GLFW_GREEN_BITS, vmode->greenBits);
glfwWindowHint(GLFW_BLUE_BITS, vmode->blueBits);
glfwWindowHint(GLFW_REFRESH_RATE, vmode->refreshRate);
glfwWindowHint(GLFW_SAMPLES, Global::iMultisampling);
glfwWindowHint(GLFW_AUTO_ICONIFY, GLFW_FALSE);
glfwWindowHint(GLFW_SAMPLES, 1 << Global::iMultisampling);
GLFWwindow *window =
glfwCreateWindow(Global::iWindowWidth, Global::iWindowHeight,
"EU07++NG", Global::bFullScreen ? monitor : nullptr, nullptr);
if (!window)
if (Global::bFullScreen)
{
std::cout << "failed to create window" << std::endl;
return -1;
}
glfwMakeContextCurrent(window);
glfwSwapInterval(1); //vsync
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); //capture cursor
glfwSetCursorPos(window, 0.0, 0.0);
glfwSetFramebufferSizeCallback(window, window_resize_callback);
glfwSetCursorPosCallback(window, cursor_pos_callback);
glfwSetKeyCallback(window, key_callback);
glfwSetWindowFocusCallback(window, focus_callback);
// match screen dimensions with selected monitor, for 'borderless window' in fullscreen mode
Global::iWindowWidth = vmode->width;
Global::iWindowHeight = vmode->height;
}
GLFWwindow *window =
glfwCreateWindow( Global::iWindowWidth, Global::iWindowHeight,
"EU07++NG", Global::bFullScreen ? monitor : nullptr, nullptr );
if (!window)
{
int width, height;
glfwGetFramebufferSize(window, &width, &height);
window_resize_callback(window, width, height);
}
std::cout << "failed to create window" << std::endl;
return -1;
}
glfwMakeContextCurrent(window);
glfwSwapInterval(Global::VSync ? 1 : 0); //vsync
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); //capture cursor
glfwSetCursorPos(window, 0.0, 0.0);
glfwSetFramebufferSizeCallback(window, window_resize_callback);
glfwSetCursorPosCallback(window, cursor_pos_callback);
glfwSetKeyCallback(window, key_callback);
glfwSetWindowFocusCallback(window, focus_callback);
{
int width, height;
glfwGetFramebufferSize(window, &width, &height);
window_resize_callback(window, width, height);
}
if (glewInit() != GLEW_OK)
if (glewInit() != GLEW_OK)
{
std::cout << "failed to init GLEW" << std::endl;
return -1;
}
std::cout << "failed to init GLEW" << std::endl;
return -1;
}
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
#ifdef _WINDOWS
// setup wrapper for base glfw window proc, to handle copydata messages
Hwnd = glfwGetWin32Window( window );
BaseWindowProc = (WNDPROC)::SetWindowLongPtr( Hwnd, GWLP_WNDPROC, (LONG_PTR)WndProc );
// switch off the topmost flag
::SetWindowPos( Hwnd, HWND_NOTOPMOST, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE );
#endif
Global::pWorld = &World; // Ra: wskaźnik potrzebny do usuwania pojazdów
if (!World.Init(window))
GfxRenderer.Init();
Global::pWorld = &World; // Ra: wskaźnik potrzebny do usuwania pojazdów
if (!World.Init(window))
{
std::cout << "failed to init TWorld" << std::endl;
return -1;
}
std::cout << "failed to init TWorld" << std::endl;
return -1;
}
GfxRenderer.Init();
Console *pConsole = new Console(); // Ra: nie wiem, czy ma to sens, ale jakoś zainicjowac trzeba
if (!joyGetNumDevs())
WriteLog("No joystick");
if (Global::iModifyTGA < 0)
{ // tylko modyfikacja TGA, bez uruchamiania symulacji
if( !joyGetNumDevs() )
WriteLog( "No joystick" );
if( Global::iModifyTGA < 0 ) { // tylko modyfikacja TGA, bez uruchamiania symulacji
Global::iMaxTextureSize = 64; //żeby nie zamulać pamięci
World.ModifyTGA(); // rekurencyjne przeglądanie katalogów
}
else
{
if (Global::iConvertModels < 0)
{
else {
if( Global::iConvertModels < 0 ) {
Global::iConvertModels = -Global::iConvertModels;
World.CreateE3D("models\\"); // rekurencyjne przeglądanie katalogów
World.CreateE3D("dynamic\\", true);
World.CreateE3D( "models\\" ); // rekurencyjne przeglądanie katalogów
World.CreateE3D( "dynamic\\", true );
} // po zrobieniu E3D odpalamy normalnie scenerię, by ją zobaczyć
Console::On(); // włączenie konsoli
@@ -222,8 +263,8 @@ int main(int argc, char *argv[])
Console::Off(); // wyłączenie konsoli (komunikacji zwrotnej)
}
delete pConsole;
TPythonInterpreter::killInstance();
delete pConsole;
glfwDestroyWindow(window);
glfwTerminate();