/* This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of the MPL was not distributed with this file, You can obtain one at http://mozilla.org/MPL/2.0/. */ /* MaSzyna EU07 locomotive simulator Copyright (C) 2001-2004 Marcin Wozniak, Maciej Czapkiewicz and others */ /* Authors: MarcinW, McZapkie, Shaxbee, ABu, nbmx, youBy, Ra, winger, mamut, Q424, Stele, firleju, szociu, hunter, ZiomalCl, OLI_EU and others */ #include "stdafx.h" #include #include #include "Globals.h" #include "Logs.h" #include "keyboardinput.h" #include "mouseinput.h" #include "gamepadinput.h" #include "Console.h" #include "PyInt.h" #include "World.h" #include "MOVER.h" #include "usefull.h" #include "Timer.h" #include "resource.h" #include "uilayer.h" #include "uart.h" #pragma comment (lib, "glu32.lib") #pragma comment (lib, "dsound.lib") #pragma comment (lib, "winmm.lib") #pragma comment (lib, "setupapi.lib") #pragma comment (lib, "dbghelp.lib") #pragma comment (lib, "version.lib") #ifdef _MSC_VER #pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup") #endif std::unique_ptr sound_man; TWorld World; namespace input { keyboard_input Keyboard; mouse_input Mouse; gamepad_input Gamepad; glm::dvec2 mouse_pickmodepos; // stores last mouse position in control picking mode std::unique_ptr uart; } void screenshot_save_thread( char *img ) { png_image png; memset(&png, 0, sizeof(png_image)); png.version = PNG_IMAGE_VERSION; png.width = Global::iWindowWidth; png.height = Global::iWindowHeight; png.format = PNG_FORMAT_RGB; char datetime[64]; time_t timer; struct tm* tm_info; time(&timer); tm_info = localtime(&timer); strftime(datetime, 64, "%Y-%m-%d_%H-%M-%S", tm_info); uint64_t perf; #ifdef _WIN32 QueryPerformanceCounter((LARGE_INTEGER*)&perf); #elif __linux__ timespec ts; clock_gettime(CLOCK_REALTIME, &ts); perf = ts.tv_nsec; #endif std::string filename = "screenshots/" + std::string(datetime) + "_" + std::to_string(perf) + ".png"; if (png_image_write_to_file(&png, filename.c_str(), 0, img, -Global::iWindowWidth * 3, nullptr) == 1) WriteLog("saved " + filename + "."); else WriteLog("failed to save screenshot."); delete[] img; } void make_screenshot() { char *img = new char[Global::iWindowWidth * Global::iWindowHeight * 3]; glReadPixels(0, 0, Global::iWindowWidth, Global::iWindowHeight, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid*)img); std::thread t(screenshot_save_thread, img); t.detach(); } 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? Global::iWindowWidth = w; Global::iWindowHeight = h; Global::fDistanceFactor = std::max( 0.5f, h / 768.0f ); // not sure if this is really something we want to use glViewport(0, 0, w, h); } void cursor_pos_callback(GLFWwindow *window, double x, double y) { if (!window) return; input::Mouse.move( x, y ); if( !Global::ControlPicking ) { glfwSetCursorPos( window, 0, 0 ); } } 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 input::Mouse.button( button, action ); } } void key_callback( GLFWwindow *window, int key, int scancode, int action, int mods ) { input::Keyboard.key( key, action ); Global::shiftState = ( mods & GLFW_MOD_SHIFT ) ? true : false; Global::ctrlState = ( mods & GLFW_MOD_CONTROL ) ? true : false; 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 glfwGetCursorPos( window, &input::mouse_pickmodepos.x, &input::mouse_pickmodepos.y ); glfwSetInputMode( window, GLFW_CURSOR, GLFW_CURSOR_DISABLED ); glfwSetCursorPos( window, 0, 0 ); } else { // enter picking mode glfwSetInputMode( window, GLFW_CURSOR, GLFW_CURSOR_NORMAL ); glfwSetCursorPos( window, input::mouse_pickmodepos.x, input::mouse_pickmodepos.y ); } // 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 ); switch( key ) { case GLFW_KEY_F11: { make_screenshot(); break; } default: { break; } } } } 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 scroll_callback( GLFWwindow* window, double xoffset, double yoffset ) { if( Global::ctrlState ) { // ctrl + scroll wheel adjusts fov in debug mode Global::FieldOfView = clamp( static_cast(Global::FieldOfView - yoffset * 20.0 / Global::fFpsAverage), 15.0f, 75.0f ); } } #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[]) { #ifdef _WINDOWS ::SetUnhandledExceptionFilter(unhandled_handler); #endif if (!glfwInit()) return -1; #ifdef _WINDOWS DeleteFile( "log.txt" ); DeleteFile( "errors.txt" ); CreateDirectory("logs", NULL); #endif Global::LoadIniFile("eu07.ini"); Global::InitKeys(); #ifdef _WIN32 // hunter-271211: ukrywanie konsoli if( Global::iWriteLogEnabled & 2 ) { AllocConsole(); SetConsoleTextAttribute( GetStdHandle( STD_OUTPUT_HANDLE ), FOREGROUND_GREEN ); } #endif Global::asVersion = "NG"; for (int i = 1; i < argc; ++i) { std::string token(argv[i]); if (token == "-e3d") { if (Global::iConvertModels > 0) Global::iConvertModels = -Global::iConvertModels; else Global::iConvertModels = -7; // z optymalizacją, bananami i prawidłowym Opacity } else if (i + 1 < argc && token == "-s") Global::SceneryFile = std::string(argv[++i]); else if (i + 1 < argc && token == "-v") { std::string v(argv[++i]); std::transform(v.begin(), v.end(), v.begin(), ::tolower); Global::asHumanCtrlVehicle = v; } else { std::cout << "usage: " << std::string(argv[0]) << " [-s sceneryfilepath]" << " [-v vehiclename]" << " [-e3d]" << std::endl; return -1; } } // 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_AUTO_ICONIFY, GLFW_FALSE); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); if( Global::iMultisampling > 0 ) { glfwWindowHint( GLFW_SAMPLES, 1 << Global::iMultisampling ); } if (Global::bFullScreen) { // 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, Global::AppName.c_str(), Global::bFullScreen ? monitor : nullptr, nullptr ); if (!window) { 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); glfwSetMouseButtonCallback( window, mouse_button_callback ); glfwSetKeyCallback(window, key_callback); glfwSetScrollCallback( window, scroll_callback ); glfwSetWindowFocusCallback(window, focus_callback); { int width, height; glfwGetFramebufferSize(window, &width, &height); window_resize_callback(window, width, height); } if (glewInit() != GLEW_OK) { std::cout << "failed to init GLEW" << std::endl; return -1; } #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 ); //const HANDLE icon = ::LoadImage( // ::GetModuleHandle( 0 ), // MAKEINTRESOURCE( IDI_ICON1 ), // IMAGE_ICON, // ::GetSystemMetrics( SM_CXSMICON ), // ::GetSystemMetrics( SM_CYSMICON ), // 0 ); //if( icon ) // ::SendMessage( Hwnd, WM_SETICON, ICON_SMALL, reinterpret_cast( icon ) ); #endif try { if ((false == GfxRenderer.Init(window)) || (false == UILayer.init(window))) return -1; sound_man = std::make_unique(); Global::pWorld = &World; input::Keyboard.init(); input::Mouse.init(); input::Gamepad.init(); if (Global::uart_conf.enable) input::uart = std::make_unique(); Global::pWorld = &World; if( false == World.Init( window ) ) { ErrorLog( "Simulation setup failed" ); return -1; } } catch( std::bad_alloc const &Error ) { ErrorLog( "Critical error, memory allocation failure: " + std::string( Error.what() ) ); return -1; } catch (std::runtime_error e) { ErrorLog(e.what()); return -1; } #ifdef _WIN32 Console *pConsole = new Console(); // Ra: nie wiem, czy ma to sens, ale jakoś zainicjowac trzeba #endif /* if( !joyGetNumDevs() ) WriteLog( "No joystick" ); */ if( Global::iConvertModels < 0 ) { Global::iConvertModels = -Global::iConvertModels; World.CreateE3D( "models/" ); // rekurencyjne przeglądanie katalogów World.CreateE3D( "dynamic/", 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 (input::uart) input::uart->poll(); if( true == Global::InputMouse ) { input::Mouse.poll(); } if( true == Global::InputGamepad ) { input::Gamepad.poll(); } } } catch (std::runtime_error e) { ErrorLog(e.what()); return -1; } catch( std::bad_alloc const &Error ) { ErrorLog( "Critical error, memory allocation failure: " + std::string( Error.what() ) ); return -1; } TPythonInterpreter::killInstance(); #ifdef _WIN32 Console::Off(); // wyłączenie konsoli (komunikacji zwrotnej) delete pConsole; #endif glfwDestroyWindow(window); glfwTerminate(); return 0; }