Files
maszyna/EU07.cpp

475 lines
14 KiB
C++

/*
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"
#ifdef CAN_I_HAS_LIBPNG
#include <png.h>
#endif
#include "World.h"
#include "simulation.h"
#include "Globals.h"
#include "timer.h"
#include "Logs.h"
#include "renderer.h"
#include "uilayer.h"
#include "audiorenderer.h"
#include "keyboardinput.h"
#include "mouseinput.h"
#include "gamepadinput.h"
#include "Console.h"
#include "uart.h"
#include "PyInt.h"
#ifdef EU07_BUILD_STATIC
#pragma comment( lib, "glfw3.lib" )
#pragma comment( lib, "glew32s.lib" )
#else
#ifdef _WIN32
#pragma comment( lib, "glfw3dll.lib" )
#else
#pragma comment( lib, "glfw3.lib" )
#endif
#pragma comment( lib, "glew32.lib" )
#endif // build_static
#pragma comment( lib, "opengl32.lib" )
#pragma comment( lib, "glu32.lib" )
#pragma comment( lib, "openal32.lib")
#pragma comment( lib, "setupapi.lib" )
#pragma comment( lib, "python27.lib" )
#pragma comment( lib, "libserialport-0.lib" )
#pragma comment (lib, "dbghelp.lib")
#pragma comment (lib, "version.lib")
#ifdef CAN_I_HAS_LIBPNG
#pragma comment (lib, "libpng16.lib")
#endif
#ifdef _MSC_VER
#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
#endif
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_input> uart;
}
#ifdef CAN_I_HAS_LIBPNG
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;
QueryPerformanceCounter((LARGE_INTEGER*)&perf);
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();
}
#endif
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)
{
input::Mouse.move( x, y );
if( true == Global.ControlPicking ) {
glfwSetCursorPos( window, x, y );
}
else {
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 );
#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
}
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 );
}
}
#ifdef _WIN32
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[])
{
#if defined(_MSC_VER) && defined (_DEBUG)
// memory leaks
_CrtSetDbgFlag( _CrtSetDbgFlag( _CRTDBG_REPORT_FLAG ) | _CRTDBG_LEAK_CHECK_DF );
// floating point operation errors
auto state = _clearfp();
state = _control87( 0, 0 );
// this will turn on FPE for #IND and zerodiv
state = _control87( state & ~( _EM_ZERODIVIDE | _EM_INVALID ), _MCW_EM );
#endif
#ifdef _WIN32
::SetUnhandledExceptionFilter( unhandled_handler );
#endif
if (!glfwInit())
return -1;
#ifdef _WIN32
DeleteFile( "log.txt" );
DeleteFile( "errors.txt" );
_mkdir("logs");
#endif
Global.LoadIniFile("eu07.ini");
// hunter-271211: ukrywanie konsoli
if( Global.iWriteLogEnabled & 2 )
{
AllocConsole();
SetConsoleTextAttribute( GetStdHandle( STD_OUTPUT_HANDLE ), FOREGROUND_GREEN );
}
/*
std::string executable( argv[ 0 ] ); auto const pathend = executable.rfind( '\\' );
Global.ExecutableName =
( pathend != std::string::npos ?
executable.substr( executable.rfind( '\\' ) + 1 ) :
executable );
*/
// retrieve product version from the file's version data table
{
auto const fileversionsize = ::GetFileVersionInfoSize( argv[ 0 ], NULL );
std::vector<BYTE>fileversiondata; fileversiondata.resize( fileversionsize );
if( ::GetFileVersionInfo( argv[ 0 ], 0, fileversionsize, fileversiondata.data() ) ) {
struct lang_codepage {
WORD language;
WORD codepage;
} *langcodepage;
UINT datasize;
::VerQueryValue(
fileversiondata.data(),
TEXT( "\\VarFileInfo\\Translation" ),
(LPVOID*)&langcodepage,
&datasize );
std::string subblock; subblock.resize( 50 );
::StringCchPrintf(
&subblock[0], subblock.size(),
TEXT( "\\StringFileInfo\\%04x%04x\\ProductVersion" ),
langcodepage->language,
langcodepage->codepage );
VOID *stringdata;
if( ::VerQueryValue(
fileversiondata.data(),
subblock.data(),
&stringdata,
&datasize ) ) {
Global.asVersion = std::string( reinterpret_cast<char*>(stringdata) );
}
}
}
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);
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 _WIN32
// 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
if( ( false == GfxRenderer.Init( window ) )
|| ( false == UILayer.init( window ) ) ) {
return -1;
}
audio::renderer.init();
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();
}
Global.pWorld = &World; // Ra: wskaźnik potrzebny do usuwania pojazdów
try {
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;
}
#ifdef _WIN32
Console *pConsole = new Console(); // Ra: nie wiem, czy ma to sens, ale jakoś zainicjowac trzeba
#endif
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( true == Global.InputMouse ) { input::Mouse.poll(); }
if( true == Global.InputGamepad ) { input::Gamepad.poll(); }
if( input::uart != nullptr ) { input::uart->poll(); }
}
}
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;
}