mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
refactoring: basic application code wrapper
This commit is contained in:
468
EU07.cpp
468
EU07.cpp
@@ -7,8 +7,8 @@ obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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/*
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MaSzyna EU07 locomotive simulator
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Copyright (C) 2001-2004 Marcin Wozniak, Maciej Czapkiewicz and others
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MaSzyna EU07 locomotive simulator
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Copyright (C) 2001-2004 Marcin Wozniak, Maciej Czapkiewicz and others
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*/
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/*
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Authors:
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@@ -16,475 +16,27 @@ MarcinW, McZapkie, Shaxbee, ABu, nbmx, youBy, Ra, winger, mamut, Q424,
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Stele, firleju, szociu, hunter, ZiomalCl, OLI_EU and others
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*/
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#include "stdafx.h"
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#ifdef CAN_I_HAS_LIBPNG
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#include <png.h>
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#endif
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#include "World.h"
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#include "simulation.h"
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#include "sceneeditor.h"
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#include "Globals.h"
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#include "timer.h"
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#include "Logs.h"
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#include "renderer.h"
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#include "uilayer.h"
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#include "audiorenderer.h"
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#include "keyboardinput.h"
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#include "mouseinput.h"
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#include "gamepadinput.h"
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#include "Console.h"
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#include "uart.h"
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#include "PyInt.h"
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#ifdef EU07_BUILD_STATIC
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#pragma comment( lib, "glfw3.lib" )
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#pragma comment( lib, "glew32s.lib" )
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#else
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#ifdef _WIN32
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#pragma comment( lib, "glfw3dll.lib" )
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#else
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#pragma comment( lib, "glfw3.lib" )
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#endif
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#pragma comment( lib, "glew32.lib" )
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#endif // build_static
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#pragma comment( lib, "opengl32.lib" )
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#pragma comment( lib, "glu32.lib" )
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#pragma comment( lib, "openal32.lib")
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#pragma comment( lib, "setupapi.lib" )
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#pragma comment( lib, "python27.lib" )
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#pragma comment( lib, "libserialport-0.lib" )
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#pragma comment (lib, "dbghelp.lib")
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#pragma comment (lib, "version.lib")
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#ifdef CAN_I_HAS_LIBPNG
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#pragma comment (lib, "libpng16.lib")
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#endif
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#include "application.h"
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#include "logs.h"
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#ifdef _MSC_VER
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#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
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#endif
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TWorld World;
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int main( int argc, char *argv[] ) {
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namespace input {
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keyboard_input Keyboard;
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mouse_input Mouse;
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gamepad_input Gamepad;
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glm::dvec2 mouse_pickmodepos; // stores last mouse position in control picking mode
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std::unique_ptr<uart_input> uart;
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user_command command; // currently issued control command, if any
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}
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#ifdef CAN_I_HAS_LIBPNG
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void screenshot_save_thread( char *img )
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{
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png_image png;
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memset(&png, 0, sizeof(png_image));
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png.version = PNG_IMAGE_VERSION;
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png.width = Global.iWindowWidth;
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png.height = Global.iWindowHeight;
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png.format = PNG_FORMAT_RGB;
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char datetime[64];
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time_t timer;
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struct tm* tm_info;
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time(&timer);
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tm_info = localtime(&timer);
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strftime(datetime, 64, "%Y-%m-%d_%H-%M-%S", tm_info);
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uint64_t perf;
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QueryPerformanceCounter((LARGE_INTEGER*)&perf);
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std::string filename = "screenshots/" + std::string(datetime) +
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"_" + std::to_string(perf) + ".png";
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if (png_image_write_to_file(&png, filename.c_str(), 0, img, -Global.iWindowWidth * 3, nullptr) == 1)
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WriteLog("saved " + filename + ".");
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else
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WriteLog("failed to save screenshot.");
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delete[] img;
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}
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void make_screenshot()
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{
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char *img = new char[Global.iWindowWidth * Global.iWindowHeight * 3];
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glReadPixels(0, 0, Global.iWindowWidth, Global.iWindowHeight, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid*)img);
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std::thread t(screenshot_save_thread, img);
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t.detach();
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}
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#endif
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void window_resize_callback(GLFWwindow *window, int w, int h)
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{
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// NOTE: we have two variables which basically do the same thing as we don't have dynamic fullscreen toggle
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// TBD, TODO: merge them?
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Global.iWindowWidth = w;
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Global.iWindowHeight = h;
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Global.fDistanceFactor = std::max( 0.5f, h / 768.0f ); // not sure if this is really something we want to use
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glViewport(0, 0, w, h);
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}
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void cursor_pos_callback(GLFWwindow *window, double x, double y)
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{
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if( false == Global.ControlPicking ) {
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glfwSetCursorPos( window, 0, 0 );
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}
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// give the potential event recipient a shot at it, in the virtual z order
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if( true == scene::Editor.on_mouse_move( x, y ) ) { return; }
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input::Mouse.move( x, y );
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}
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void mouse_button_callback( GLFWwindow* window, int button, int action, int mods ) {
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if( ( button != GLFW_MOUSE_BUTTON_LEFT )
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&& ( button != GLFW_MOUSE_BUTTON_RIGHT ) ) {
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// we don't care about other mouse buttons at the moment
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return;
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}
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// give the potential event recipient a shot at it, in the virtual z order
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if( true == scene::Editor.on_mouse_button( button, action ) ) { return; }
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input::Mouse.button( button, action );
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}
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void key_callback( GLFWwindow *window, int key, int scancode, int action, int mods ) {
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Global.shiftState = ( mods & GLFW_MOD_SHIFT ) ? true : false;
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Global.ctrlState = ( mods & GLFW_MOD_CONTROL ) ? true : false;
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Global.altState = ( mods & GLFW_MOD_ALT ) ? true : false;
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// give the ui first shot at the input processing...
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if( true == UILayer.on_key( key, action ) ) { return; }
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if( true == scene::Editor.on_key( key, action ) ) { return; }
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// ...if the input is left untouched, pass it on
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input::Keyboard.key( key, action );
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if( ( true == Global.InputMouse )
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&& ( ( key == GLFW_KEY_LEFT_ALT )
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|| ( key == GLFW_KEY_RIGHT_ALT ) ) ) {
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// if the alt key was pressed toggle control picking mode and set matching cursor behaviour
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if( action == GLFW_RELEASE ) {
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if( Global.ControlPicking ) {
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// switch off
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glfwGetCursorPos( window, &input::mouse_pickmodepos.x, &input::mouse_pickmodepos.y );
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UILayer.set_cursor( GLFW_CURSOR_DISABLED );
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glfwSetCursorPos( window, 0, 0 );
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}
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else {
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// enter picking mode
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glfwSetCursorPos( window, input::mouse_pickmodepos.x, input::mouse_pickmodepos.y );
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UILayer.set_cursor( GLFW_CURSOR_NORMAL );
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}
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// actually toggle the mode
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Global.ControlPicking = !Global.ControlPicking;
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}
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}
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if( ( key == GLFW_KEY_LEFT_SHIFT )
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|| ( key == GLFW_KEY_LEFT_CONTROL )
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|| ( key == GLFW_KEY_LEFT_ALT )
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|| ( key == GLFW_KEY_RIGHT_SHIFT )
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|| ( key == GLFW_KEY_RIGHT_CONTROL )
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|| ( key == GLFW_KEY_RIGHT_ALT ) ) {
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// don't bother passing these
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return;
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}
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if( action == GLFW_PRESS || action == GLFW_REPEAT ) {
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World.OnKeyDown( key );
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#ifdef CAN_I_HAS_LIBPNG
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switch( key )
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{
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case GLFW_KEY_PRINT_SCREEN: {
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make_screenshot();
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break;
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}
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default: { break; }
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}
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#endif
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}
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}
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void focus_callback( GLFWwindow *window, int focus )
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{
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if( Global.bInactivePause ) // jeśli ma być pauzowanie okna w tle
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if( focus )
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Global.iPause &= ~4; // odpauzowanie, gdy jest na pierwszym planie
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else
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Global.iPause |= 4; // włączenie pauzy, gdy nieaktywy
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}
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void scroll_callback( GLFWwindow* window, double xoffset, double yoffset ) {
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if( Global.ctrlState ) {
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// ctrl + scroll wheel adjusts fov in debug mode
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Global.FieldOfView = clamp( static_cast<float>(Global.FieldOfView - yoffset * 20.0 / Global.fFpsAverage), 15.0f, 75.0f );
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}
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}
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#ifdef _WIN32
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extern "C"
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{
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GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window);
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}
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LONG CALLBACK unhandled_handler(::EXCEPTION_POINTERS* e);
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LRESULT APIENTRY WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
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extern HWND Hwnd;
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extern WNDPROC BaseWindowProc;
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#endif
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int main(int argc, char *argv[])
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{
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#if defined(_MSC_VER) && defined (_DEBUG)
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// memory leaks
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_CrtSetDbgFlag( _CrtSetDbgFlag( _CRTDBG_REPORT_FLAG ) | _CRTDBG_LEAK_CHECK_DF );
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// floating point operation errors
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auto state = _clearfp();
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state = _control87( 0, 0 );
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// this will turn on FPE for #IND and zerodiv
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state = _control87( state & ~( _EM_ZERODIVIDE | _EM_INVALID ), _MCW_EM );
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#endif
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#ifdef _WIN32
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::SetUnhandledExceptionFilter( unhandled_handler );
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#endif
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if (!glfwInit())
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return -1;
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#ifdef _WIN32
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DeleteFile( "log.txt" );
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DeleteFile( "errors.txt" );
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_mkdir("logs");
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#endif
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Global.LoadIniFile("eu07.ini");
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// hunter-271211: ukrywanie konsoli
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if( Global.iWriteLogEnabled & 2 )
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{
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AllocConsole();
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SetConsoleTextAttribute( GetStdHandle( STD_OUTPUT_HANDLE ), FOREGROUND_GREEN );
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}
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/*
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std::string executable( argv[ 0 ] ); auto const pathend = executable.rfind( '\\' );
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Global.ExecutableName =
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( pathend != std::string::npos ?
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executable.substr( executable.rfind( '\\' ) + 1 ) :
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executable );
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*/
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// retrieve product version from the file's version data table
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{
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auto const fileversionsize = ::GetFileVersionInfoSize( argv[ 0 ], NULL );
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std::vector<BYTE>fileversiondata; fileversiondata.resize( fileversionsize );
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if( ::GetFileVersionInfo( argv[ 0 ], 0, fileversionsize, fileversiondata.data() ) ) {
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struct lang_codepage {
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WORD language;
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WORD codepage;
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} *langcodepage;
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UINT datasize;
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::VerQueryValue(
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fileversiondata.data(),
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TEXT( "\\VarFileInfo\\Translation" ),
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(LPVOID*)&langcodepage,
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&datasize );
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std::string subblock; subblock.resize( 50 );
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::StringCchPrintf(
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&subblock[0], subblock.size(),
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TEXT( "\\StringFileInfo\\%04x%04x\\ProductVersion" ),
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langcodepage->language,
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langcodepage->codepage );
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VOID *stringdata;
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if( ::VerQueryValue(
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fileversiondata.data(),
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subblock.data(),
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&stringdata,
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&datasize ) ) {
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Global.asVersion = std::string( reinterpret_cast<char*>(stringdata) );
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}
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}
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}
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for (int i = 1; i < argc; ++i)
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{
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std::string token(argv[i]);
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if (token == "-e3d") {
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if (Global.iConvertModels > 0)
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Global.iConvertModels = -Global.iConvertModels;
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else
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Global.iConvertModels = -7; // z optymalizacją, bananami i prawidłowym Opacity
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}
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else if (i + 1 < argc && token == "-s")
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Global.SceneryFile = std::string(argv[++i]);
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else if (i + 1 < argc && token == "-v")
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{
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std::string v(argv[++i]);
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std::transform(v.begin(), v.end(), v.begin(), ::tolower);
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Global.asHumanCtrlVehicle = v;
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}
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else
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{
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std::cout
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<< "usage: " << std::string(argv[0])
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<< " [-s sceneryfilepath]"
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<< " [-v vehiclename]"
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<< " [-e3d]"
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<< std::endl;
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return -1;
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}
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}
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// match requested video mode to current to allow for
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// fullwindow creation when resolution is the same
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GLFWmonitor *monitor = glfwGetPrimaryMonitor();
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const GLFWvidmode *vmode = glfwGetVideoMode(monitor);
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glfwWindowHint(GLFW_RED_BITS, vmode->redBits);
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glfwWindowHint(GLFW_GREEN_BITS, vmode->greenBits);
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glfwWindowHint(GLFW_BLUE_BITS, vmode->blueBits);
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glfwWindowHint(GLFW_REFRESH_RATE, vmode->refreshRate);
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glfwWindowHint(GLFW_AUTO_ICONIFY, GLFW_FALSE);
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if( Global.iMultisampling > 0 ) {
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glfwWindowHint( GLFW_SAMPLES, 1 << Global.iMultisampling );
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}
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if (Global.bFullScreen)
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{
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// match screen dimensions with selected monitor, for 'borderless window' in fullscreen mode
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Global.iWindowWidth = vmode->width;
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Global.iWindowHeight = vmode->height;
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}
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GLFWwindow *window =
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glfwCreateWindow(
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Global.iWindowWidth,
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Global.iWindowHeight,
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Global.AppName.c_str(),
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( Global.bFullScreen ?
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monitor :
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nullptr),
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nullptr );
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if (!window)
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{
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std::cout << "failed to create window" << std::endl;
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return -1;
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}
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glfwMakeContextCurrent(window);
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glfwSwapInterval(Global.VSync ? 1 : 0); //vsync
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); //capture cursor
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glfwSetCursorPos(window, 0.0, 0.0);
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glfwSetFramebufferSizeCallback(window, window_resize_callback);
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glfwSetCursorPosCallback(window, cursor_pos_callback);
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glfwSetMouseButtonCallback( window, mouse_button_callback );
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glfwSetKeyCallback(window, key_callback);
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glfwSetScrollCallback( window, scroll_callback );
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glfwSetWindowFocusCallback(window, focus_callback);
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{
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int width, height;
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glfwGetFramebufferSize(window, &width, &height);
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window_resize_callback(window, width, height);
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}
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if (glewInit() != GLEW_OK)
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{
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std::cout << "failed to init GLEW" << std::endl;
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return -1;
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}
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#ifdef _WIN32
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// setup wrapper for base glfw window proc, to handle copydata messages
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Hwnd = glfwGetWin32Window( window );
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BaseWindowProc = (WNDPROC)::SetWindowLongPtr( Hwnd, GWLP_WNDPROC, (LONG_PTR)WndProc );
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// switch off the topmost flag
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::SetWindowPos( Hwnd, HWND_NOTOPMOST, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE );
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#endif
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if( ( false == GfxRenderer.Init( window ) )
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|| ( false == UILayer.init( window ) ) ) {
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return -1;
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}
|
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if( Global.bSoundEnabled ) {
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Global.bSoundEnabled &= audio::renderer.init();
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}
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input::Keyboard.init();
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input::Mouse.init();
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input::Gamepad.init();
|
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if( true == Global.uart_conf.enable ) {
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input::uart = std::make_unique<uart_input>();
|
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input::uart->init();
|
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}
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Global.pWorld = &World; // Ra: wskaźnik potrzebny do usuwania pojazdów
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||||
try {
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if( false == World.Init( window ) ) {
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ErrorLog( "Simulation setup failed" );
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return -1;
|
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auto result { Application.init( argc, argv ) };
|
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if( result == 0 ) {
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result = Application.run();
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}
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Application.exit();
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return result;
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}
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catch( std::bad_alloc const &Error ) {
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||||
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ErrorLog( "Critical error, memory allocation failure: " + std::string( Error.what() ) );
|
||||
return -1;
|
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}
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#ifdef _WIN32
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||||
Console *pConsole = new Console(); // Ra: nie wiem, czy ma to sens, ale jakoś zainicjowac trzeba
|
||||
#endif
|
||||
if( Global.iConvertModels < 0 ) {
|
||||
Global.iConvertModels = -Global.iConvertModels;
|
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World.CreateE3D( szModelPath ); // rekurencyjne przeglądanie katalogów
|
||||
World.CreateE3D( szDynamicPath, true );
|
||||
} // po zrobieniu E3D odpalamy normalnie scenerię, by ją zobaczyć
|
||||
#ifdef _WIN32
|
||||
Console::On(); // włączenie konsoli
|
||||
#endif
|
||||
try {
|
||||
while( ( false == glfwWindowShouldClose( window ) )
|
||||
&& ( true == World.Update() )
|
||||
&& ( true == GfxRenderer.Render() ) ) {
|
||||
glfwPollEvents();
|
||||
input::Keyboard.poll();
|
||||
if( true == Global.InputMouse ) { input::Mouse.poll(); }
|
||||
if( true == Global.InputGamepad ) { input::Gamepad.poll(); }
|
||||
if( input::uart != nullptr ) { input::uart->poll(); }
|
||||
// TODO: wrap current command in object, include other input sources
|
||||
input::command = (
|
||||
input::Mouse.command() != user_command::none ?
|
||||
input::Mouse.command() :
|
||||
input::Keyboard.command() );
|
||||
}
|
||||
}
|
||||
catch( std::bad_alloc const &Error ) {
|
||||
|
||||
ErrorLog( "Critical error, memory allocation failure: " + std::string( Error.what() ) );
|
||||
return -1;
|
||||
}
|
||||
|
||||
#ifdef _WIN32
|
||||
Console::Off(); // wyłączenie konsoli (komunikacji zwrotnej)
|
||||
SafeDelete( pConsole );
|
||||
#endif
|
||||
SafeDelete( simulation::Region );
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
|
||||
TPythonInterpreter::killInstance();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user