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gloomapp.cpp
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gloomapp.cpp
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/** @file gloomapp.cpp Test application.
*
* @authors Copyright (c) 2014-2018 Jaakko Keränen <jaakko.keranen@iki.fi>
*
* @par License
* LGPL: http://www.gnu.org/licenses/lgpl.html
*
* <small>This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 3 of the License, or (at your
* option) any later version. This program is distributed in the hope that it
* will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser
* General Public License for more details. You should have received a copy of
* the GNU Lesser General Public License along with this program; if not, see:
* http://www.gnu.org/licenses</small>
*/
#include "gloomapp.h"
#include "appwindowsystem.h"
#include "gloomwidget.h"
#include <gloom/gloomworld.h>
#include <gloom/world/user.h>
#include <doomsday/DataBundle>
#include <de/Beacon>
#include <de/DisplayMode>
#include <de/FileSystem>
#include <de/PackageLoader>
#include <de/ScriptSystem>
#include <c_plus/datagram.h>
using namespace de;
using namespace gloom;
static const duint16 COMMAND_PORT = 14666;
DE_PIMPL(GloomApp)
{
ImageBank images;
cplus::ref<iDatagram> commandSocket;
Beacon beacon{{COMMAND_PORT, COMMAND_PORT + 4}};
std::unique_ptr<AppWindowSystem> winSys;
std::unique_ptr<AudioSystem> audioSys;
std::unique_ptr<GloomWorld> world;
Impl(Public *i) : Base(i)
{
// We will be accessing data bundles (WADs).
static DataBundle::Interpreter intrpDataBundle;
FileSystem::get().addInterpreter(intrpDataBundle);
// GloomEd will tell us what to do via the command socket.
commandSocket.reset(new_Datagram());
for (int attempt = 0; attempt < 12; ++attempt)
{
if (open_Datagram(commandSocket, duint16(COMMAND_PORT + 4 + attempt)))
{
LOG_NET_NOTE("Listening to commands on port %u") << port_Datagram(commandSocket);
break;
}
}
if (!isOpen_Datagram(commandSocket))
{
throw Error("GloomApp::GloomApp",
"Failed to open socket for listening to commands from GloomEd");
}
beacon.setMessage(Stringf("GloomApp: port=%u", port_Datagram(commandSocket)));
beacon.start();
}
~Impl()
{
// Windows will be closed; OpenGL context will be gone. Deinitialize everything.
if (winSys->mainExists())
{
winSys->main().glActivate();
world->glDeinit();
}
world.reset();
self().glDeinit();
}
void loadAllShaders()
{
// Load all the shader program definitions.
FS::FoundFiles found;
self().findInPackages("shaders.dei", found);
DE_FOR_EACH(FS::FoundFiles, i, found)
{
LOG_MSG("Loading shader definitions from %s") << (*i)->description();
self().shaders().addFromInfo(**i);
}
}
};
GloomApp::GloomApp(const StringList &args)
: BaseGuiApp(args)
, d(new Impl(this))
{
setMetadata("Deng Team", "dengine.net", "Gloom Test", "1.0");
setUnixHomeFolderName(".gloom");
}
void GloomApp::initialize()
{
using gloom::Map;
d->world.reset(new GloomWorld(shaders(), images()));
#if 0
// Set up the editor.
{
d->editWin.reset(new EditorWindow);
d->editWin->show();
d->editWin->raise();
QObject::connect(&d->editWin->editor(), &Editor::buildMapRequested, [this]() {
try
{
AppWindowSystem::main().glActivate();
auto &pld = PackageLoader::get();
// Unload the previous map pacakge. This will make the assets in the package
// unavailable.
pld.unload("user.editorproject");
pld.refresh();
// TODO: (Re)export the map package. Requires that the user has chosen
// the project package, which may contain multiple maps.
// Load the exported package and the contained assets.
pld.load("user.editorproject");
pld.refresh();
// Load the map.
Map loadedMap;
{
const auto &asset = App::asset(d->editWin->editor().mapId());
loadedMap.deserialize(FS::locate<const File>(asset.absolutePath("path")));
}
d->world->setMap(loadedMap);
}
catch (const Error &er)
{
warning("Map build error: %s", er.asPlainText().c_str());
}
});
}
#endif
addInitPackage("net.dengine.gloom");
addInitPackage("net.dengine.gloom.test");
initSubsystems(App::DisablePlugins);
// Create subsystems.
{
d->winSys.reset(new AppWindowSystem);
addSystem(*d->winSys);
d->audioSys.reset(new AudioSystem);
addSystem(*d->audioSys);
}
d->loadAllShaders();
// Load resource banks.
{
const Package &base = packageLoader().package("net.dengine.gloom.test");
d->images .addFromInfo(base.root().locate<File>("images.dei"));
waveforms().addFromInfo(base.root().locate<File>("audio.dei"));
}
// Create the window.
MainWindow *win = d->winSys->newWindow<MainWindow>("main");
win->root().find("gloomwidget")->as<GloomWidget>().setWorld(d->world.get());
scriptSystem().importModule("bootstrap");
win->show();
}
NativePath GloomApp::userDir() const
{
const auto dir = NativePath::homePath() / unixHomeFolderName();
if (!dir.exists())
{
NativePath::createDirectory(dir);
}
return dir;
}
GloomApp &GloomApp::app()
{
return *static_cast<GloomApp *>(DE_APP);
}
AppWindowSystem &GloomApp::windowSystem()
{
return *app().d->winSys;
}
AudioSystem &GloomApp::audioSystem()
{
return *app().d->audioSys;
}
MainWindow &GloomApp::main()
{
return windowSystem().main();
}
ImageBank &GloomApp::images()
{
return app().d->images;
}