refactoring: application mode code split

This commit is contained in:
tmj-fstate
2018-08-02 20:39:19 +02:00
parent 460bf6d382
commit ff6bed67a9
74 changed files with 5375 additions and 2921 deletions

View File

@@ -9,14 +9,13 @@ http://mozilla.org/MPL/2.0/.
#include "stdafx.h"
#include "application.h"
#include "scenarioloadermode.h"
#include "drivermode.h"
#include "editormode.h"
#include "globals.h"
#include "keyboardinput.h"
#include "mouseinput.h"
#include "gamepadinput.h"
#include "console.h"
#include "simulation.h"
#include "world.h"
#include "train.h"
#include "pyint.h"
#include "sceneeditor.h"
#include "renderer.h"
@@ -45,17 +44,7 @@ http://mozilla.org/MPL/2.0/.
eu07_application Application;
namespace input {
gamepad_input Gamepad;
mouse_input Mouse;
glm::dvec2 mouse_pickmodepos; // stores last mouse position in control picking mode
keyboard_input Keyboard;
Console console;
std::unique_ptr<uart_input> uart;
user_command command; // currently issued control command, if any
}
ui_layer uilayerstaticinitializer;
#ifdef _WIN32
extern "C"
@@ -71,6 +60,14 @@ extern WNDPROC BaseWindowProc;
// user input callbacks
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
}
void window_resize_callback( GLFWwindow *window, int w, int h ) {
// NOTE: we have two variables which basically do the same thing as we don't have dynamic fullscreen toggle
// TBD, TODO: merge them?
@@ -81,101 +78,23 @@ void window_resize_callback( GLFWwindow *window, int w, int h ) {
}
void cursor_pos_callback( GLFWwindow *window, double x, double y ) {
if( false == Global.ControlPicking ) {
glfwSetCursorPos( window, 0, 0 );
}
// give the potential event recipient a shot at it, in the virtual z order
if( true == scene::Editor.on_mouse_move( x, y ) ) { return; }
input::Mouse.move( x, y );
Application.on_cursor_pos( x, y );
}
void mouse_button_callback( GLFWwindow* window, int button, int action, int mods ) {
if( ( button != GLFW_MOUSE_BUTTON_LEFT )
&& ( button != GLFW_MOUSE_BUTTON_RIGHT ) ) {
// we don't care about other mouse buttons at the moment
return;
}
// give the potential event recipient a shot at it, in the virtual z order
if( true == scene::Editor.on_mouse_button( button, action ) ) { return; }
input::Mouse.button( button, action );
}
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.altState = ( mods & GLFW_MOD_ALT ) ? true : false;
// give the ui first shot at the input processing...
if( true == UILayer.on_key( key, action ) ) { return; }
if( true == scene::Editor.on_key( key, action ) ) { return; }
// ...if the input is left untouched, pass it on
input::Keyboard.key( key, action );
if( ( true == Global.InputMouse )
&& ( ( key == GLFW_KEY_LEFT_ALT )
|| ( key == GLFW_KEY_RIGHT_ALT ) ) ) {
// if the alt key was pressed toggle control picking mode and set matching cursor behaviour
if( action == GLFW_RELEASE ) {
if( Global.ControlPicking ) {
// switch off
Application.get_cursor_pos( input::mouse_pickmodepos.x, input::mouse_pickmodepos.y );
Application.set_cursor( GLFW_CURSOR_DISABLED );
Application.set_cursor_pos( 0, 0 );
}
else {
// enter picking mode
Application.set_cursor_pos( input::mouse_pickmodepos.x, input::mouse_pickmodepos.y );
Application.set_cursor( GLFW_CURSOR_NORMAL );
}
// actually toggle the mode
Global.ControlPicking = !Global.ControlPicking;
}
}
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;
}
if( action == GLFW_PRESS || action == GLFW_REPEAT ) {
World.OnKeyDown( key );
#ifdef CAN_I_HAS_LIBPNG
switch( key ) {
case GLFW_KEY_PRINT_SCREEN: {
make_screenshot();
break;
}
default: { break; }
}
#endif
}
}
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
Application.on_mouse_button( button, action, mods );
}
void scroll_callback( GLFWwindow* window, double xoffset, double yoffset ) {
if( Global.ctrlState ) {
// ctrl + scroll wheel adjusts fov in debug mode
Global.FieldOfView = clamp( static_cast<float>( Global.FieldOfView - yoffset * 20.0 / Global.fFpsAverage ), 15.0f, 75.0f );
}
Application.on_scroll( xoffset, yoffset );
}
void key_callback( GLFWwindow *window, int key, int scancode, int action, int mods ) {
Application.on_key( key, scancode, action, mods );
}
// public:
@@ -190,6 +109,12 @@ eu07_application::init( int Argc, char *Argv[] ) {
if( ( result = init_settings( Argc, Argv ) ) != 0 ) {
return result;
}
WriteLog( "Starting MaSzyna rail vehicle simulator (release: " + Global.asVersion + ")" );
WriteLog( "For online documentation and additional files refer to: http://eu07.pl" );
WriteLog( "Authors: Marcin_EU, McZapkie, ABu, Winger, Tolaris, nbmx, OLO_EU, Bart, Quark-t, "
"ShaXbee, Oli_EU, youBy, KURS90, Ra, hunter, szociu, Stele, Q, firleju and others\n" );
if( ( result = init_glfw() ) != 0 ) {
return result;
}
@@ -200,6 +125,9 @@ eu07_application::init( int Argc, char *Argv[] ) {
if( ( result = init_audio() ) != 0 ) {
return result;
}
if( ( result = init_modes() ) != 0 ) {
return result;
}
return result;
}
@@ -207,56 +135,12 @@ eu07_application::init( int Argc, char *Argv[] ) {
int
eu07_application::run() {
// HACK: prevent mouse capture before simulation starts
Global.ControlPicking = true;
// TODO: move input sources and their initializations to the application mode member
input::Keyboard.init();
input::Mouse.init();
input::Gamepad.init();
if( true == Global.uart_conf.enable ) {
input::uart = std::make_unique<uart_input>();
input::uart->init();
}
#ifdef _WIN32
Console::On(); // włączenie konsoli
#endif
Global.pWorld = &World; // Ra: wskaźnik potrzebny do usuwania pojazdów
if( false == World.Init( m_window ) ) {
ErrorLog( "Bad init: simulation setup failed" );
return -1;
}
if( Global.iConvertModels < 0 ) {
// generate binary files for all 3d models
Global.iConvertModels = -Global.iConvertModels;
World.CreateE3D( szModelPath ); // rekurencyjne przeglądanie katalogów
World.CreateE3D( szDynamicPath, true );
// auto-close when you're done
WriteLog( "Binary 3d model generation completed" );
return 0;
}
set_cursor( GLFW_CURSOR_DISABLED );
set_cursor_pos( 0, 0 );
Global.ControlPicking = false;
// main application loop
// TODO: split into parts and delegate these to application mode member
while( ( false == glfwWindowShouldClose( m_window ) )
&& ( true == World.Update() )
&& ( false == m_modestack.empty() )
&& ( true == m_modes[ m_modestack.top() ]->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() );
}
return 0;
@@ -265,9 +149,7 @@ eu07_application::run() {
void
eu07_application::exit() {
#ifdef _WIN32
Console::Off(); // wyłączenie konsoli (komunikacji zwrotnej)
#endif
SafeDelete( simulation::Train );
SafeDelete( simulation::Region );
glfwDestroyWindow( m_window );
@@ -276,28 +158,103 @@ eu07_application::exit() {
TPythonInterpreter::killInstance();
}
void
eu07_application::render_ui() {
if( m_modestack.empty() ) { return; }
m_modes[ m_modestack.top() ]->render_ui();
}
bool
eu07_application::pop_mode() {
if( m_modestack.empty() ) { return false; }
m_modes[ m_modestack.top() ]->exit();
m_modestack.pop();
return true;
}
bool
eu07_application::push_mode( eu07_application::mode const Mode ) {
if( Mode >= mode::count_ ) { return false; }
m_modes[ Mode ]->enter();
m_modestack.push( Mode );
return true;
}
void
eu07_application::set_title( std::string const &Title ) {
glfwSetWindowTitle( m_window, Title.c_str() );
}
void
eu07_application::set_progress( float const Progress, float const Subtaskprogress ) {
if( m_modestack.empty() ) { return; }
m_modes[ m_modestack.top() ]->set_progress( Progress, Subtaskprogress );
}
void
eu07_application::set_cursor( int const Mode ) {
UILayer.set_cursor( Mode );
ui_layer::set_cursor( Mode );
}
void
eu07_application::set_cursor_pos( double const X, double const Y ) {
eu07_application::set_cursor_pos( double const Horizontal, double const Vertical ) {
if( m_window != nullptr ) {
glfwSetCursorPos( m_window, X, Y );
glfwSetCursorPos( m_window, Horizontal, Vertical );
}
}
void
eu07_application::get_cursor_pos( double &X, double &Y ) const {
eu07_application::get_cursor_pos( double &Horizontal, double &Vertical ) const {
if( m_window != nullptr ) {
glfwGetCursorPos( m_window, &X, &Y );
glfwGetCursorPos( m_window, &Horizontal, &Vertical );
}
}
void
eu07_application::on_key( int const Key, int const Scancode, int const Action, int const Mods ) {
if( m_modestack.empty() ) { return; }
m_modes[ m_modestack.top() ]->on_key( Key, Scancode, Action, Mods );
}
void
eu07_application::on_cursor_pos( double const Horizontal, double const Vertical ) {
if( m_modestack.empty() ) { return; }
m_modes[ m_modestack.top() ]->on_cursor_pos( Horizontal, Vertical );
}
void
eu07_application::on_mouse_button( int const Button, int const Action, int const Mods ) {
if( m_modestack.empty() ) { return; }
m_modes[ m_modestack.top() ]->on_mouse_button( Button, Action, Mods );
}
void
eu07_application::on_scroll( double const Xoffset, double const Yoffset ) {
if( m_modestack.empty() ) { return; }
m_modes[ m_modestack.top() ]->on_scroll( Xoffset, Yoffset );
}
// private:
void
@@ -385,13 +342,7 @@ eu07_application::init_settings( int Argc, char *Argv[] ) {
std::string token { Argv[ i ] };
if( token == "-e3d" ) {
Global.iConvertModels = (
Global.iConvertModels > 0 ?
-Global.iConvertModels :
-7 ); // z optymalizacją, bananami i prawidłowym Opacity
}
else if( token == "-s" ) {
if( token == "-s" ) {
if( i + 1 < Argc ) {
Global.SceneryFile = ToLower( Argv[ ++i ] );
}
@@ -406,7 +357,6 @@ eu07_application::init_settings( int Argc, char *Argv[] ) {
<< "usage: " << std::string( Argv[ 0 ] )
<< " [-s sceneryfilepath]"
<< " [-v vehiclename]"
<< " [-e3d]"
<< std::endl;
return -1;
}
@@ -468,7 +418,6 @@ eu07_application::init_glfw() {
// switch off the topmost flag
::SetWindowPos( Hwnd, HWND_NOTOPMOST, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE );
#endif
// TBD, TODO: move the global pointer to a more appropriate place
m_window = window;
return 0;
@@ -499,7 +448,7 @@ eu07_application::init_gfx() {
}
if( ( false == GfxRenderer.Init( m_window ) )
|| ( false == UILayer.init( m_window ) ) ) {
|| ( false == ui_layer::init( m_window ) ) ) {
return -1;
}
@@ -515,3 +464,25 @@ eu07_application::init_audio() {
// NOTE: lack of audio isn't deemed a failure serious enough to throw in the towel
return 0;
}
int
eu07_application::init_modes() {
// NOTE: we could delay creation/initialization until transition to specific mode is requested,
// but doing it in one go at the start saves us some error checking headache down the road
// create all application behaviour modes
m_modes[ mode::scenarioloader ] = std::make_shared<scenarioloader_mode>();
m_modes[ mode::driver ] = std::make_shared<driver_mode>();
m_modes[ mode::editor ] = std::make_shared<editor_mode>();
// initialize the mode objects
for( auto &mode : m_modes ) {
if( false == mode->init() ) {
return -1;
}
}
// activate the default mode
push_mode( mode::scenarioloader );
return 0;
}