Files
maszyna/application.cpp
2018-08-03 22:38:23 +02:00

534 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/.
*/
#include "stdafx.h"
#include "application.h"
#include "Globals.h"
#include "keyboardinput.h"
#include "mouseinput.h"
#include "gamepadinput.h"
#include "Console.h"
#include "simulation.h"
#include "World.h"
#include "PyInt.h"
#include "sceneeditor.h"
#include "renderer.h"
#include "uilayer.h"
#include "Logs.h"
#include "screenshot.h"
#include "motiontelemetry.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 __linux__
#include <unistd.h>
#include <sys/stat.h>
#endif
eu07_application Application;
screenshot_manager screenshot_man;
namespace input {
gamepad_input Gamepad;
mouse_input Mouse;
glm::dvec2 mouse_pickmodepos; // stores last mouse position in control picking mode
keyboard_input Keyboard;
std::unique_ptr<uart_input> uart;
user_command command; // currently issued control command, if any
std::unique_ptr<motiontelemetry> motiontelemetry;
#ifdef _WIN32
Console console;
#endif
}
#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
// user input callbacks
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( false == Global.ControlPicking ) {
glfwSetCursorPos( window, 0, 0 );
}
Application.m_cursor_pos.x = x;
Application.m_cursor_pos.y = y;
// 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 );
}
void mouse_button_callback( GLFWwindow* window, int button, int action, int mods )
{
if (UILayer.mouse_button_callback(button, action, mods))
return;
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 )
{
if (UILayer.key_callback(key, scancode, action, mods))
return;
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 );
switch( key ) {
case GLFW_KEY_PRINT_SCREEN: {
Application.queue_screenshot();
break;
}
default: { break; }
}
}
}
void char_callback(GLFWwindow *window, unsigned int c)
{
if (UILayer.char_callback(c))
return;
}
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 (UILayer.scroll_callback(xoffset, yoffset))
return;
if( Global.ctrlState ) {
// ctrl + scroll wheel adjusts fov in debug mode
Global.FieldOfView = clamp( static_cast<float>( Global.FieldOfView - yoffset ), 15.0f, 75.0f );
}
}
// public:
void eu07_application::queue_screenshot()
{
m_screenshot_queued = true;
}
int
eu07_application::init( int Argc, char *Argv[] ) {
int result { 0 };
init_debug();
init_files();
if( ( result = init_settings( Argc, Argv ) ) != 0 ) {
return result;
}
if( ( result = init_glfw() ) != 0 ) {
return result;
}
init_callbacks();
if( ( result = init_gfx() ) != 0 ) {
return result;
}
if( ( result = init_audio() ) != 0 ) {
return result;
}
return result;
}
int
eu07_application::run()
{
// 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();
}
if (Global.motiontelemetry_conf.enable)
input::motiontelemetry = std::make_unique<motiontelemetry>();
#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;
}
// main application loop
// TODO: split into parts and delegate these to application mode member
while (!glfwWindowShouldClose(m_window))
{
Timer::subsystem.mainloop_total.start();
glfwPollEvents();
if (!World.Update())
break;
if (!GfxRenderer.Render())
break;
if (m_screenshot_queued)
{
m_screenshot_queued = false;
screenshot_man.make_screenshot();
}
if (input::motiontelemetry)
input::motiontelemetry->update();
input::Keyboard.poll();
simulation::Commands.update();
if (Global.InputMouse)
input::Mouse.poll();
if (Global.InputGamepad)
input::Gamepad.poll();
if (input::uart)
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() );
GfxRenderer.SwapBuffers();
Timer::subsystem.mainloop_total.stop();
}
return 0;
}
void
eu07_application::exit() {
#ifdef _WIN32
Console::Off(); // wyłączenie konsoli (komunikacji zwrotnej)
#endif
SafeDelete( simulation::Region );
glfwDestroyWindow( m_window );
glfwTerminate();
TPythonInterpreter::killInstance();
}
void
eu07_application::set_cursor( int const Mode ) {
UILayer.set_cursor( Mode );
}
void
eu07_application::set_cursor_pos( double const X, double const Y ) {
if( m_window != nullptr ) {
glfwSetCursorPos( m_window, X, Y );
}
}
void
eu07_application::get_cursor_pos( double &X, double &Y ) const {
X = m_cursor_pos.x;
Y = m_cursor_pos.y;
}
glm::dvec2 eu07_application::get_cursor_pos() const
{
return m_cursor_pos;
}
// private:
void
eu07_application::init_debug() {
#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
}
void
eu07_application::init_files() {
#ifdef _WIN32
DeleteFile( "log.txt" );
DeleteFile( "errors.txt" );
CreateDirectory( "logs", NULL );
#elif __linux__
unlink("log.txt");
unlink("errors.txt");
mkdir("logs", 0664);
#endif
}
int
eu07_application::init_settings( int Argc, char *Argv[] ) {
Global.LoadIniFile( "eu07.ini" );
#ifdef _WIN32
if( ( Global.iWriteLogEnabled & 2 ) != 0 ) {
// show output console if requested
AllocConsole();
}
#endif
Global.asVersion = VERSION_INFO;
// process command line arguments
for( int i = 1; i < Argc; ++i ) {
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( i + 1 < Argc ) {
Global.SceneryFile = ToLower( Argv[ ++i ] );
}
}
else if( token == "-v" ) {
if( i + 1 < Argc ) {
Global.asHumanCtrlVehicle = ToLower( Argv[ ++i ] );
}
}
else {
std::cout
<< "usage: " << std::string( Argv[ 0 ] )
<< " [-s sceneryfilepath]"
<< " [-v vehiclename]"
<< " [-e3d]"
<< std::endl;
return -1;
}
}
return 0;
}
int
eu07_application::init_glfw()
{
if( glfwInit() == GLFW_FALSE ) {
ErrorLog( "Bad init: failed to initialize glfw" );
return -1;
}
// match requested video mode to current to allow for
// fullwindow creation when resolution is the same
auto *monitor { glfwGetPrimaryMonitor() };
auto const *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_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint( GLFW_AUTO_ICONIFY, GLFW_FALSE );
if( Global.iMultisampling > 0 ) {
glfwWindowHint( GLFW_SAMPLES, 1 << Global.iMultisampling );
}
auto *window {
glfwCreateWindow(
Global.iWindowWidth,
Global.iWindowHeight,
Global.AppName.c_str(),
( Global.bFullScreen ?
monitor :
nullptr ),
nullptr ) };
if( window == nullptr ) {
ErrorLog( "Bad init: failed to create glfw window" );
return -1;
}
glfwMakeContextCurrent( window );
glfwSwapInterval( Global.VSync ? 1 : 0 ); //vsync
#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 (Global.captureonstart)
{
Global.ControlPicking = false;
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
}
else
Global.ControlPicking = true;
// TBD, TODO: move the global pointer to a more appropriate place
m_window = window;
return 0;
}
void
eu07_application::init_callbacks() {
glfwSetFramebufferSizeCallback( m_window, window_resize_callback );
glfwSetCursorPosCallback( m_window, cursor_pos_callback );
glfwSetMouseButtonCallback( m_window, mouse_button_callback );
glfwSetKeyCallback( m_window, key_callback );
glfwSetScrollCallback( m_window, scroll_callback );
glfwSetCharCallback(m_window, char_callback);
glfwSetWindowFocusCallback( m_window, focus_callback );
{
int width, height;
glfwGetFramebufferSize( m_window, &width, &height );
window_resize_callback( m_window, width, height );
}
}
int
eu07_application::init_gfx() {
if( glewInit() != GLEW_OK ) {
ErrorLog( "Bad init: failed to initialize glew" );
return -1;
}
if (!UILayer.init(m_window))
return -1;
if (!GfxRenderer.Init(m_window))
return -1;
return 0;
}
int
eu07_application::init_audio() {
if( Global.bSoundEnabled ) {
Global.bSoundEnabled &= audio::renderer.init();
}
// NOTE: lack of audio isn't deemed a failure serious enough to throw in the towel
return 0;
}