Files
maszyna/EU07.cpp
2017-09-12 15:52:28 +02:00

423 lines
12 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"
#include <png.h>
#include <thread>
#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"
#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")
std::unique_ptr<sound_manager> 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
}
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<float>(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<LPARAM>( icon ) );
#endif
try {
if ((false == GfxRenderer.Init(window))
|| (false == UILayer.init(window)))
return -1;
sound_man = std::make_unique<sound_manager>();
input::Keyboard.init();
input::Mouse.init();
input::Gamepad.init();
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( 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;
}