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Pi.cpp
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Pi.cpp
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// Copyright © 2008-2014 Pioneer Developers. See AUTHORS.txt for details
// Licensed under the terms of the GPL v3. See licenses/GPL-3.txt
#include "Pi.h"
#include "libs.h"
#include "AmbientSounds.h"
#include "CargoBody.h"
#include "CityOnPlanet.h"
#include "DeathView.h"
#include "FaceGenManager.h"
#include "Factions.h"
#include "FileSystem.h"
#include "Frame.h"
#include "GalacticView.h"
#include "Game.h"
#include "BaseSphere.h"
#include "Intro.h"
#include "Lang.h"
#include "LuaComms.h"
#include "LuaConsole.h"
#include "LuaConstants.h"
#include "LuaDev.h"
#include "LuaEngine.h"
#include "LuaEquipDef.h"
#include "LuaEvent.h"
#include "LuaFileSystem.h"
#include "LuaFormat.h"
#include "LuaGame.h"
#include "LuaLang.h"
#include "LuaManager.h"
#include "LuaMissile.h"
#include "LuaMusic.h"
#include "LuaNameGen.h"
#include "LuaRef.h"
#include "LuaShipDef.h"
#include "LuaSpace.h"
#include "LuaTimer.h"
#include "Missile.h"
#include "ModelCache.h"
#include "ModManager.h"
#include "NavLights.h"
#include "Shields.h"
#include "ObjectViewerView.h"
#include "OS.h"
#include "Planet.h"
#include "Player.h"
#include "Projectile.h"
#include "SDLWrappers.h"
#include "SectorView.h"
#include "Serializer.h"
#include "Sfx.h"
#include "ShipCpanel.h"
#include "ShipType.h"
#include "Sound.h"
#include "SoundMusic.h"
#include "Space.h"
#include "SpaceStation.h"
#include "Star.h"
#include "StringF.h"
#include "SystemInfoView.h"
#include "SystemView.h"
#include "Tombstone.h"
#include "UIView.h"
#include "WorldView.h"
#include "KeyBindings.h"
#include "EnumStrings.h"
#include "galaxy/CustomSystem.h"
#include "galaxy/Galaxy.h"
#include "galaxy/StarSystem.h"
#include "gameui/Lua.h"
#include "graphics/Graphics.h"
#include "graphics/Light.h"
#include "graphics/Renderer.h"
#include "gui/Gui.h"
#include "scenegraph/Model.h"
#include "scenegraph/Lua.h"
#include "ui/Context.h"
#include "ui/Lua.h"
#include <algorithm>
#include <sstream>
float Pi::gameTickAlpha;
sigc::signal<void, SDL_Keysym*> Pi::onKeyPress;
sigc::signal<void, SDL_Keysym*> Pi::onKeyRelease;
sigc::signal<void, int, int, int> Pi::onMouseButtonUp;
sigc::signal<void, int, int, int> Pi::onMouseButtonDown;
sigc::signal<void, bool> Pi::onMouseWheel;
sigc::signal<void> Pi::onPlayerChangeTarget;
sigc::signal<void> Pi::onPlayerChangeFlightControlState;
sigc::signal<void> Pi::onPlayerChangeEquipment;
LuaSerializer *Pi::luaSerializer;
LuaTimer *Pi::luaTimer;
LuaNameGen *Pi::luaNameGen;
int Pi::keyModState;
std::map<SDL_Keycode,bool> Pi::keyState; // XXX SDL2 SDLK_LAST
char Pi::mouseButton[6];
int Pi::mouseMotion[2];
bool Pi::doingMouseGrab = false;
bool Pi::warpAfterMouseGrab = false;
int Pi::mouseGrabWarpPos[2];
Player *Pi::player;
View *Pi::currentView;
WorldView *Pi::worldView;
DeathView *Pi::deathView;
UIView *Pi::spaceStationView;
UIView *Pi::infoView;
SectorView *Pi::sectorView;
GalacticView *Pi::galacticView;
UIView *Pi::settingsView;
SystemView *Pi::systemView;
SystemInfoView *Pi::systemInfoView;
ShipCpanel *Pi::cpan;
LuaConsole *Pi::luaConsole;
Game *Pi::game;
Random Pi::rng;
float Pi::frameTime;
#if WITH_DEVKEYS
bool Pi::showDebugInfo = false;
#endif
#if PIONEER_PROFILER
std::string Pi::profilerPath;
bool Pi::doProfileSlow = false;
bool Pi::doProfileOne = false;
#endif
int Pi::statSceneTris;
GameConfig *Pi::config;
struct DetailLevel Pi::detail = { 0, 0 };
bool Pi::joystickEnabled;
bool Pi::mouseYInvert;
std::map<SDL_JoystickID,Pi::JoystickState> Pi::joysticks;
bool Pi::navTunnelDisplayed;
bool Pi::speedLinesDisplayed = false;
bool Pi::hudTrailsDisplayed = false;
Gui::Fixed *Pi::menu;
bool Pi::DrawGUI = true;
Graphics::Renderer *Pi::renderer;
RefCountedPtr<UI::Context> Pi::ui;
ModelCache *Pi::modelCache;
Intro *Pi::intro;
SDLGraphics *Pi::sdl;
Graphics::RenderTarget *Pi::renderTarget;
RefCountedPtr<Graphics::Texture> Pi::renderTexture;
std::unique_ptr<Graphics::Drawables::TexturedQuad> Pi::renderQuad;
Graphics::RenderState *Pi::quadRenderState = nullptr;
#if WITH_OBJECTVIEWER
ObjectViewerView *Pi::objectViewerView;
#endif
Sound::MusicPlayer Pi::musicPlayer;
std::unique_ptr<JobQueue> Pi::jobQueue;
// XXX enabling this breaks UI gauge rendering. see #2627
#define USE_RTT 0
//static
void Pi::CreateRenderTarget(const Uint16 width, const Uint16 height) {
/* @fluffyfreak here's a rendertarget implementation you can use for oculusing and other things. It's pretty simple:
- fill out a RenderTargetDesc struct and call Renderer::CreateRenderTarget
- pass target to Renderer::SetRenderTarget to start rendering to texture
- set up viewport, clear etc, then draw as usual
- SetRenderTarget(0) to resume render to screen
- you can access the attached texture with GetColorTexture to use it with a material
You can reuse the same target with multiple textures.
In that case, leave the color format to NONE so the initial texture is not created, then use SetColorTexture to attach your own.
*/
#if USE_RTT
Graphics::RenderStateDesc rsd;
rsd.depthTest = false;
rsd.depthWrite = false;
rsd.blendMode = Graphics::BLEND_ALPHA;
quadRenderState = Pi::renderer->CreateRenderState(rsd);
Graphics::TextureDescriptor texDesc(
Graphics::TEXTURE_RGBA_8888,
vector2f(width, height),
Graphics::LINEAR_CLAMP, false, false, 0);
Pi::renderTexture.Reset(Pi::renderer->CreateTexture(texDesc));
Pi::renderQuad.reset(new Graphics::Drawables::TexturedQuad(
Pi::renderer, Pi::renderTexture.Get(),
vector2f(0.0f,0.0f), vector2f(float(Graphics::GetScreenWidth()), float(Graphics::GetScreenHeight())),
quadRenderState));
// Complete the RT description so we can request a buffer.
// NB: we don't want it to create use a texture because we share it with the textured quad created above.
Graphics::RenderTargetDesc rtDesc(
width,
height,
Graphics::TEXTURE_NONE, // don't create a texture
Graphics::TEXTURE_DEPTH,
false);
Pi::renderTarget = Pi::renderer->CreateRenderTarget(rtDesc);
Pi::renderTarget->SetColorTexture(Pi::renderTexture.Get());
#endif
}
//static
void Pi::DrawRenderTarget() {
#if USE_RTT
Pi::renderer->BeginFrame();
Pi::renderer->SetViewport(0, 0, Graphics::GetScreenWidth(), Graphics::GetScreenHeight());
Pi::renderer->SetTransform(matrix4x4f::Identity());
//Gui::Screen::EnterOrtho();
{
Pi::renderer->SetMatrixMode(Graphics::MatrixMode::PROJECTION);
Pi::renderer->PushMatrix();
Pi::renderer->SetOrthographicProjection(0, Graphics::GetScreenWidth(), Graphics::GetScreenHeight(), 0, -1, 1);
Pi::renderer->SetMatrixMode(Graphics::MatrixMode::MODELVIEW);
Pi::renderer->PushMatrix();
Pi::renderer->LoadIdentity();
}
Pi::renderQuad->Draw( Pi::renderer );
//Gui::Screen::LeaveOrtho();
{
Pi::renderer->SetMatrixMode(Graphics::MatrixMode::PROJECTION);
Pi::renderer->PopMatrix();
Pi::renderer->SetMatrixMode(Graphics::MatrixMode::MODELVIEW);
Pi::renderer->PopMatrix();
}
Pi::renderer->EndFrame();
#endif
}
//static
void Pi::BeginRenderTarget() {
#if USE_RTT
Pi::renderer->SetRenderTarget(Pi::renderTarget);
#endif
}
//static
void Pi::EndRenderTarget() {
#if USE_RTT
Pi::renderer->SetRenderTarget(nullptr);
#endif
}
static void draw_progress(UI::Gauge *gauge, UI::Label *label, float progress)
{
gauge->SetValue(progress);
label->SetText(stringf(Lang::SIMULATING_UNIVERSE_EVOLUTION_N_BYEARS, formatarg("age", progress * 13.7f)));
Pi::renderer->ClearScreen();
Pi::ui->Update();
Pi::ui->Draw();
Pi::renderer->SwapBuffers();
}
static void LuaInit()
{
LuaObject<PropertiedObject>::RegisterClass();
LuaObject<Body>::RegisterClass();
LuaObject<Ship>::RegisterClass();
LuaObject<SpaceStation>::RegisterClass();
LuaObject<Planet>::RegisterClass();
LuaObject<Star>::RegisterClass();
LuaObject<Player>::RegisterClass();
LuaObject<Missile>::RegisterClass();
LuaObject<CargoBody>::RegisterClass();
LuaObject<ModelBody>::RegisterClass();
LuaObject<StarSystem>::RegisterClass();
LuaObject<SystemPath>::RegisterClass();
LuaObject<SystemBody>::RegisterClass();
LuaObject<Random>::RegisterClass();
LuaObject<Faction>::RegisterClass();
Pi::luaSerializer = new LuaSerializer();
Pi::luaTimer = new LuaTimer();
LuaObject<LuaSerializer>::RegisterClass();
LuaObject<LuaTimer>::RegisterClass();
LuaConstants::Register(Lua::manager->GetLuaState());
LuaLang::Register();
LuaEngine::Register();
LuaEquipDef::Register();
LuaFileSystem::Register();
LuaGame::Register();
LuaComms::Register();
LuaFormat::Register();
LuaSpace::Register();
LuaShipDef::Register();
LuaMusic::Register();
LuaDev::Register();
LuaConsole::Register();
// XXX sigh
UI::Lua::Init();
GameUI::Lua::Init();
SceneGraph::Lua::Init();
// XXX load everything. for now, just modules
lua_State *l = Lua::manager->GetLuaState();
pi_lua_dofile(l, "libs/autoload.lua");
pi_lua_dofile_recursive(l, "ui");
pi_lua_dofile_recursive(l, "modules");
Pi::luaNameGen = new LuaNameGen(Lua::manager);
}
static void LuaUninit() {
delete Pi::luaNameGen;
delete Pi::luaSerializer;
delete Pi::luaTimer;
Lua::Uninit();
}
static void LuaInitGame() {
LuaEvent::Clear();
}
SceneGraph::Model *Pi::FindModel(const std::string &name, bool allowPlaceholder)
{
SceneGraph::Model *m = 0;
try {
m = Pi::modelCache->FindModel(name);
} catch (ModelCache::ModelNotFoundException) {
Output("Could not find model: %s\n", name.c_str());
if (allowPlaceholder) {
try {
m = Pi::modelCache->FindModel("error");
} catch (ModelCache::ModelNotFoundException) {
Error("Could not find placeholder model");
}
}
}
return m;
}
const char Pi::SAVE_DIR_NAME[] = "savefiles";
std::string Pi::GetSaveDir()
{
return FileSystem::JoinPath(FileSystem::GetUserDir(), Pi::SAVE_DIR_NAME);
}
void Pi::Init(const std::map<std::string,std::string> &options, bool no_gui)
{
#ifdef PIONEER_PROFILER
Profiler::reset();
#endif
OS::NotifyLoadBegin();
FileSystem::Init();
FileSystem::userFiles.MakeDirectory(""); // ensure the config directory exists
#ifdef PIONEER_PROFILER
FileSystem::userFiles.MakeDirectory("profiler");
profilerPath = FileSystem::JoinPathBelow(FileSystem::userFiles.GetRoot(), "profiler");
#endif
Pi::config = new GameConfig(options);
if (!no_gui) // This re-saves the config file. With no GUI we want to allow multiple instances in parallel.
KeyBindings::InitBindings();
if (config->Int("RedirectStdio"))
OS::RedirectStdio();
std::string version(PIONEER_VERSION);
if (strlen(PIONEER_EXTRAVERSION)) version += " (" PIONEER_EXTRAVERSION ")";
const char* platformName = SDL_GetPlatform();
if(platformName)
Output("ver %s on: %s\n\n", version.c_str(), platformName);
else
Output("ver %s but could not detect platform name.\n\n", version.c_str());
Output("%s\n", OS::GetOSInfoString().c_str());
ModManager::Init();
Lang::Resource res(Lang::GetResource("core", config->String("Lang")));
Lang::MakeCore(res);
Pi::detail.planets = config->Int("DetailPlanets");
Pi::detail.textures = config->Int("Textures");
Pi::detail.fracmult = config->Int("FractalMultiple");
Pi::detail.cities = config->Int("DetailCities");
// Initialize SDL
Uint32 sdlInitFlags = SDL_INIT_VIDEO | SDL_INIT_JOYSTICK;
#if defined(DEBUG) || defined(_DEBUG)
sdlInitFlags |= SDL_INIT_NOPARACHUTE;
#endif
if (SDL_Init(sdlInitFlags) < 0) {
Error("SDL initialization failed: %s\n", SDL_GetError());
}
// Do rest of SDL video initialization and create Renderer
Graphics::Settings videoSettings = {};
videoSettings.width = config->Int("ScrWidth");
videoSettings.height = config->Int("ScrHeight");
videoSettings.fullscreen = (config->Int("StartFullscreen") != 0);
videoSettings.hidden = no_gui;
videoSettings.requestedSamples = config->Int("AntiAliasingMode");
videoSettings.vsync = (config->Int("VSync") != 0);
videoSettings.useTextureCompression = (config->Int("UseTextureCompression") != 0);
videoSettings.enableDebugMessages = (config->Int("EnableGLDebug") != 0);
videoSettings.iconFile = OS::GetIconFilename();
videoSettings.title = "Pioneer";
Pi::renderer = Graphics::Init(videoSettings);
{
std::ostringstream buf;
renderer->PrintDebugInfo(buf);
FILE *f = FileSystem::userFiles.OpenWriteStream("opengl.txt", FileSystem::FileSourceFS::WRITE_TEXT);
if (!f)
Output("Could not open 'opengl.txt'\n");
const std::string &s = buf.str();
fwrite(s.c_str(), 1, s.size(), f);
fclose(f);
}
Pi::CreateRenderTarget(videoSettings.width, videoSettings.height);
Pi::rng.IncRefCount(); // so nothing tries to free it
Pi::rng.seed(time(0));
InitJoysticks();
joystickEnabled = (config->Int("EnableJoystick")) ? true : false;
mouseYInvert = (config->Int("InvertMouseY")) ? true : false;
navTunnelDisplayed = (config->Int("DisplayNavTunnel")) ? true : false;
speedLinesDisplayed = (config->Int("SpeedLines")) ? true : false;
hudTrailsDisplayed = (config->Int("HudTrails")) ? true : false;
EnumStrings::Init();
// get threads up
Uint32 numThreads = config->Int("WorkerThreads");
const int numCores = OS::GetNumCores();
assert(numCores > 0);
if (numThreads == 0) numThreads = std::max(Uint32(numCores) - 1, 1U);
jobQueue.reset(new JobQueue(numThreads));
Output("started %d worker threads\n", numThreads);
// XXX early, Lua init needs it
ShipType::Init();
// XXX UI requires Lua but Pi::ui must exist before we start loading
// templates. so now we have crap everywhere :/
Lua::Init();
Pi::ui.Reset(new UI::Context(Lua::manager, Pi::renderer, Graphics::GetScreenWidth(), Graphics::GetScreenHeight()));
LuaInit();
// Gui::Init shouldn't initialise any VBOs, since we haven't tested
// that the capability exists. (Gui does not use VBOs so far)
Gui::Init(renderer, Graphics::GetScreenWidth(), Graphics::GetScreenHeight(), 800, 600);
UI::Box *box = Pi::ui->VBox(5);
UI::Label *label = Pi::ui->Label("");
label->SetFont(UI::Widget::FONT_HEADING_NORMAL);
UI::Gauge *gauge = Pi::ui->Gauge();
Pi::ui->GetTopLayer()->SetInnerWidget(
Pi::ui->Margin(10, UI::Margin::HORIZONTAL)->SetInnerWidget(
Pi::ui->Expand()->SetInnerWidget(
Pi::ui->Align(UI::Align::MIDDLE)->SetInnerWidget(
box->PackEnd(UI::WidgetSet(
label,
gauge
))
)
)
)
);
draw_progress(gauge, label, 0.1f);
Galaxy::Init();
draw_progress(gauge, label, 0.2f);
FaceGenManager::Init();
draw_progress(gauge, label, 0.25f);
Faction::Init();
draw_progress(gauge, label, 0.3f);
CustomSystem::Init();
draw_progress(gauge, label, 0.4f);
// Reload home sector, they might have changed, due to custom systems
// Sectors might be changed in game, so have to re-create them again once we have a Game.
Faction::SetHomeSectors();
draw_progress(gauge, label, 0.45f);
modelCache = new ModelCache(Pi::renderer);
Shields::Init(Pi::renderer);
draw_progress(gauge, label, 0.5f);
//unsigned int control_word;
//_clearfp();
//_controlfp_s(&control_word, _EM_INEXACT | _EM_UNDERFLOW | _EM_ZERODIVIDE, _MCW_EM);
//double fpexcept = Pi::timeAccelRates[1] / Pi::timeAccelRates[0];
draw_progress(gauge, label, 0.6f);
BaseSphere::Init();
draw_progress(gauge, label, 0.7f);
CityOnPlanet::Init();
draw_progress(gauge, label, 0.8f);
SpaceStation::Init();
draw_progress(gauge, label, 0.9f);
NavLights::Init(Pi::renderer);
Sfx::Init(Pi::renderer);
draw_progress(gauge, label, 0.95f);
if (!no_gui && !config->Int("DisableSound")) {
Sound::Init();
Sound::SetMasterVolume(config->Float("MasterVolume"));
Sound::SetSfxVolume(config->Float("SfxVolume"));
GetMusicPlayer().SetVolume(config->Float("MusicVolume"));
Sound::Pause(0);
if (config->Int("MasterMuted")) Sound::Pause(1);
if (config->Int("SfxMuted")) Sound::SetSfxVolume(0.f);
if (config->Int("MusicMuted")) GetMusicPlayer().SetEnabled(false);
}
draw_progress(gauge, label, 1.0f);
OS::NotifyLoadEnd();
#if 0
// frame test code
Frame *root = new Frame(0, "root", 0);
Frame *p1 = new Frame(root, "p1", Frame::FLAG_HAS_ROT);
Frame *p1r = new Frame(p1, "p1r", Frame::FLAG_ROTATING);
Frame *m1 = new Frame(p1, "m1", Frame::FLAG_HAS_ROT);
Frame *m1r = new Frame(m1, "m1r", Frame::FLAG_ROTATING);
Frame *p2 = new Frame(root, "p2", Frame::FLAG_HAS_ROT);
Frame *p2r = new Frame(p2, "pr2", Frame::FLAG_ROTATING);
p1->SetPosition(vector3d(1000,0,0));
p1->SetVelocity(vector3d(0,1,0));
p2->SetPosition(vector3d(0,2000,0));
p2->SetVelocity(vector3d(-2,0,0));
p1r->SetAngVelocity(vector3d(0,0,0.0001));
p1r->SetOrient(matrix3x3d::BuildRotate(M_PI/4, vector3d(0,0,1)));
p2r->SetAngVelocity(vector3d(0,0,-0.0004));
p2r->SetOrient(matrix3x3d::BuildRotate(-M_PI/2, vector3d(0,0,1)));
root->UpdateOrbitRails(0, 0);
CargoBody *c1 = new CargoBody(Equip::Type::SLAVES);
c1->SetFrame(p1r);
c1->SetPosition(vector3d(0,180,0));
// c1->SetVelocity(vector3d(1,0,0));
CargoBody *c2 = new CargoBody(Equip::Type::SLAVES);
c2->SetFrame(p1r);
c2->SetPosition(vector3d(0,200,0));
// c2->SetVelocity(vector3d(1,0,0));
vector3d pos = c1->GetPositionRelTo(p1);
vector3d vel = c1->GetVelocityRelTo(p1);
double speed = vel.Length();
vector3d pos2 = c2->GetPositionRelTo(p1);
vector3d vel2 = c2->GetVelocityRelTo(p1);
double speed2 = vel2.Length();
double speed3 = c2->GetVelocityRelTo(c1).Length();
c2->SwitchToFrame(p1);
vector3d vel4 = c2->GetVelocityRelTo(c1);
double speed4 = c2->GetVelocityRelTo(c1).Length();
root->UpdateOrbitRails(0, 1.0);
//buildrotate test
matrix3x3d m = matrix3x3d::BuildRotate(M_PI/2, vector3d(0,0,1));
vector3d v = m * vector3d(1,0,0);
/* vector3d pos = p1r->GetPositionRelTo(p2r);
vector3d vel = p1r->GetVelocityRelTo(p2r);
matrix3x3d o1 = p1r->GetOrientRelTo(p2r);
double speed = vel.Length();
vector3d pos2 = p2r->GetPositionRelTo(p1r);
vector3d vel2 = p2r->GetVelocityRelTo(p1r);
matrix3x3d o2 = p2r->GetOrientRelTo(p1r);
double speed2 = vel2.Length();
*/ root->UpdateOrbitRails(0, 1.0/60);
delete p2r; delete p2; delete m1r; delete m1; delete p1r; delete p1; delete root;
delete c1; delete c2;
#endif
#if 0
// test code to produce list of ship stats
FILE *pStatFile = fopen("shipstat.csv","wt");
if (pStatFile)
{
fprintf(pStatFile, "name,modelname,hullmass,capacity,fakevol,rescale,xsize,ysize,zsize,facc,racc,uacc,sacc,aacc,exvel\n");
for (std::map<std::string, ShipType>::iterator i = ShipType::types.begin();
i != ShipType::types.end(); ++i)
{
const ShipType *shipdef = &(i->second);
SceneGraph::Model *model = Pi::FindModel(shipdef->modelName, false);
double hullmass = shipdef->hullMass;
double capacity = shipdef->capacity;
double xsize = 0.0, ysize = 0.0, zsize = 0.0, fakevol = 0.0, rescale = 0.0, brad = 0.0;
if (model) {
std::unique_ptr<SceneGraph::Model> inst(model->MakeInstance());
model->CreateCollisionMesh();
Aabb aabb = model->GetCollisionMesh()->GetAabb();
xsize = aabb.max.x-aabb.min.x;
ysize = aabb.max.y-aabb.min.y;
zsize = aabb.max.z-aabb.min.z;
fakevol = xsize*ysize*zsize;
brad = aabb.GetRadius();
rescale = pow(fakevol/(100 * (hullmass+capacity)), 0.3333333333);
}
double simass = (hullmass + capacity) * 1000.0;
double angInertia = (2/5.0)*simass*brad*brad;
double acc1 = shipdef->linThrust[ShipType::THRUSTER_FORWARD] / (9.81*simass);
double acc2 = shipdef->linThrust[ShipType::THRUSTER_REVERSE] / (9.81*simass);
double acc3 = shipdef->linThrust[ShipType::THRUSTER_UP] / (9.81*simass);
double acc4 = shipdef->linThrust[ShipType::THRUSTER_RIGHT] / (9.81*simass);
double acca = shipdef->angThrust/angInertia;
double exvel = shipdef->effectiveExhaustVelocity;
fprintf(pStatFile, "%s,%s,%.1f,%.1f,%.1f,%.3f,%.1f,%.1f,%.1f,%.1f,%.1f,%.1f,%.1f,%f,%.1f\n",
shipdef->name.c_str(), shipdef->modelName.c_str(), hullmass, capacity,
fakevol, rescale, xsize, ysize, zsize, acc1, acc2, acc3, acc4, acca, exvel);
}
fclose(pStatFile);
}
#endif
luaConsole = new LuaConsole();
KeyBindings::toggleLuaConsole.onPress.connect(sigc::mem_fun(Pi::luaConsole, &LuaConsole::Toggle));
}
bool Pi::IsConsoleActive()
{
return luaConsole && luaConsole->IsActive();
}
void Pi::Quit()
{
Projectile::FreeModel();
delete Pi::intro;
delete Pi::luaConsole;
NavLights::Uninit();
Shields::Uninit();
Sfx::Uninit();
Sound::Uninit();
SpaceStation::Uninit();
CityOnPlanet::Uninit();
BaseSphere::Uninit();
Galaxy::Uninit();
Faction::Uninit();
FaceGenManager::Destroy();
CustomSystem::Uninit();
Graphics::Uninit();
Pi::ui.Reset(0);
LuaUninit();
Gui::Uninit();
delete Pi::modelCache;
delete Pi::renderer;
delete Pi::config;
StarSystemCache::ShrinkCache(SystemPath(), true);
SDL_Quit();
FileSystem::Uninit();
jobQueue.reset();
exit(0);
}
void Pi::FlushCaches()
{
StarSystemCache::ShrinkCache(SystemPath(), true);
Sector::cache.ClearCache();
// XXX Ideally the cache would now be empty, but we still have Faction::m_homesector :(
// assert(Sector::cache.IsEmpty());
}
void Pi::BoinkNoise()
{
Sound::PlaySfx("Click", 0.3f, 0.3f, false);
}
void Pi::SetView(View *v)
{
if (currentView) currentView->Detach();
currentView = v;
if (currentView) currentView->Attach();
}
void Pi::OnChangeDetailLevel()
{
BaseSphere::OnChangeDetailLevel();
}
void Pi::HandleEvents()
{
PROFILE_SCOPED()
SDL_Event event;
// XXX for most keypresses SDL will generate KEYUP/KEYDOWN and TEXTINPUT
// events. keybindings run off KEYUP/KEYDOWN. the console is opened/closed
// via keybinding. the console TextInput widget uses TEXTINPUT events. thus
// after switching the console, the stray TEXTINPUT event causes the
// console key (backtick) to appear in the text entry field. we hack around
// this by setting this flag if the console was switched. if its set, we
// swallow the TEXTINPUT event this hack must remain until we have a
// unified input system
bool skipTextInput = false;
Pi::mouseMotion[0] = Pi::mouseMotion[1] = 0;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
if (Pi::game)
Pi::EndGame();
Pi::Quit();
}
if (skipTextInput && event.type == SDL_TEXTINPUT) {
skipTextInput = false;
continue;
}
if (ui->DispatchSDLEvent(event))
continue;
bool consoleActive = Pi::IsConsoleActive();
if (!consoleActive)
KeyBindings::DispatchSDLEvent(&event);
else
KeyBindings::toggleLuaConsole.CheckSDLEventAndDispatch(&event);
if (consoleActive != Pi::IsConsoleActive()) {
skipTextInput = true;
continue;
}
if (Pi::IsConsoleActive())
continue;
Gui::HandleSDLEvent(&event);
switch (event.type) {
case SDL_KEYDOWN:
if (event.key.keysym.sym == SDLK_ESCAPE) {
if (Pi::game) {
// only accessible once game started
if (currentView != 0) {
if (currentView != settingsView) {
Pi::game->SetTimeAccel(Game::TIMEACCEL_PAUSED);
SetView(settingsView);
}
else {
Pi::game->RequestTimeAccel(Game::TIMEACCEL_1X);
SetView(Pi::player->IsDead()
? static_cast<View*>(deathView)
: static_cast<View*>(worldView));
}
}
}
break;
}
// special keys. LCTRL+turd
if ((KeyState(SDLK_LCTRL) || (KeyState(SDLK_RCTRL)))) {
switch (event.key.keysym.sym) {
case SDLK_q: // Quit
if (Pi::game)
Pi::EndGame();
Pi::Quit();
break;
case SDLK_PRINTSCREEN: // print
case SDLK_KP_MULTIPLY: // screen
{
char buf[256];
const time_t t = time(0);
struct tm *_tm = localtime(&t);
strftime(buf, sizeof(buf), "screenshot-%Y%m%d-%H%M%S.png", _tm);
Screendump(buf, Graphics::GetScreenWidth(), Graphics::GetScreenHeight());
break;
}
#if WITH_DEVKEYS
case SDLK_i: // Toggle Debug info
Pi::showDebugInfo = !Pi::showDebugInfo;
break;
#ifdef PIONEER_PROFILER
case SDLK_p: // alert it that we want to profile
if (KeyState(SDLK_LSHIFT) || KeyState(SDLK_RSHIFT))
Pi::doProfileOne = true;
else {
Pi::doProfileSlow = !Pi::doProfileSlow;
Output("slow frame profiling %s\n", Pi::doProfileSlow ? "enabled" : "disabled");
}
break;
#endif
case SDLK_F12:
{
if(Pi::game) {
vector3d dir = -Pi::player->GetOrient().VectorZ();
/* add test object */
if (KeyState(SDLK_RSHIFT)) {
Missile *missile =
new Missile(ShipType::MISSILE_GUIDED, Pi::player);
missile->SetOrient(Pi::player->GetOrient());
missile->SetFrame(Pi::player->GetFrame());
missile->SetPosition(Pi::player->GetPosition()+50.0*dir);
missile->SetVelocity(Pi::player->GetVelocity());
game->GetSpace()->AddBody(missile);
missile->AIKamikaze(Pi::player->GetCombatTarget());
} else if (KeyState(SDLK_LSHIFT)) {
SpaceStation *s = static_cast<SpaceStation*>(Pi::player->GetNavTarget());
if (s) {
Ship *ship = new Ship(ShipType::POLICE);
int port = s->GetFreeDockingPort(ship);
if (port != -1) {
Output("Putting ship into station\n");
// Make police ship intent on killing the player
ship->AIKill(Pi::player);
ship->SetFrame(Pi::player->GetFrame());
ship->SetDockedWith(s, port);
game->GetSpace()->AddBody(ship);
} else {
delete ship;
Output("No docking ports free dude\n");
}
} else {
Output("Select a space station...\n");
}
} else {
Ship *ship = new Ship(ShipType::POLICE);
if( KeyState(SDLK_LCTRL) )
ship->AIFlyTo(Pi::player); // a less lethal option
else
ship->AIKill(Pi::player); // a really lethal option!
ship->m_equipment.Set(Equip::SLOT_LASER, 0, Equip::PULSECANNON_DUAL_1MW);
ship->m_equipment.Add(Equip::LASER_COOLING_BOOSTER);
ship->m_equipment.Add(Equip::ATMOSPHERIC_SHIELDING);
ship->SetFrame(Pi::player->GetFrame());
ship->SetPosition(Pi::player->GetPosition()+100.0*dir);
ship->SetVelocity(Pi::player->GetVelocity());
ship->UpdateStats();
game->GetSpace()->AddBody(ship);
}
}
break;
}
#endif /* DEVKEYS */
#if WITH_OBJECTVIEWER
case SDLK_F10:
Pi::SetView(Pi::objectViewerView);
break;
#endif
case SDLK_F11:
// XXX only works on X11
//SDL_WM_ToggleFullScreen(Pi::scrSurface);
#if WITH_DEVKEYS
renderer->ReloadShaders();
#endif
break;
case SDLK_F9: // Quicksave
{
if(Pi::game) {
if (Pi::game->IsHyperspace())
Pi::cpan->MsgLog()->Message("", Lang::CANT_SAVE_IN_HYPERSPACE);
else {
const std::string name = "_quicksave";
const std::string path = FileSystem::JoinPath(GetSaveDir(), name);
try {
Game::SaveGame(name, Pi::game);
Pi::cpan->MsgLog()->Message("", Lang::GAME_SAVED_TO + path);
} catch (CouldNotOpenFileException) {
Pi::cpan->MsgLog()->Message("", stringf(Lang::COULD_NOT_OPEN_FILENAME, formatarg("path", path)));
}
catch (CouldNotWriteToFileException) {
Pi::cpan->MsgLog()->Message("", Lang::GAME_SAVE_CANNOT_WRITE);
}
}
}
break;
}
default:
break; // This does nothing but it stops the compiler warnings
}
}
Pi::keyState[event.key.keysym.sym] = true;
Pi::keyModState = event.key.keysym.mod;
Pi::onKeyPress.emit(&event.key.keysym);
break;
case SDL_KEYUP:
Pi::keyState[event.key.keysym.sym] = false;
Pi::keyModState = event.key.keysym.mod;
Pi::onKeyRelease.emit(&event.key.keysym);
break;
case SDL_MOUSEBUTTONDOWN:
if (event.button.button < COUNTOF(Pi::mouseButton)) {
Pi::mouseButton[event.button.button] = 1;
Pi::onMouseButtonDown.emit(event.button.button,
event.button.x, event.button.y);
}
break;
case SDL_MOUSEBUTTONUP:
if (event.button.button < COUNTOF(Pi::mouseButton)) {
Pi::mouseButton[event.button.button] = 0;
Pi::onMouseButtonUp.emit(event.button.button,
event.button.x, event.button.y);
}
break;
case SDL_MOUSEWHEEL:
Pi::onMouseWheel.emit(event.wheel.y > 0); // true = up
break;
case SDL_MOUSEMOTION:
Pi::mouseMotion[0] += event.motion.xrel;
Pi::mouseMotion[1] += event.motion.yrel;
// SDL_GetRelativeMouseState(&Pi::mouseMotion[0], &Pi::mouseMotion[1]);
break;
case SDL_JOYAXISMOTION:
if (!joysticks[event.jaxis.which].joystick)
break;
if (event.jaxis.value == -32768)
joysticks[event.jaxis.which].axes[event.jaxis.axis] = 1.f;
else
joysticks[event.jaxis.which].axes[event.jaxis.axis] = -event.jaxis.value / 32767.f;
break;
case SDL_JOYBUTTONUP:
case SDL_JOYBUTTONDOWN:
if (!joysticks[event.jaxis.which].joystick)
break;
joysticks[event.jbutton.which].buttons[event.jbutton.button] = event.jbutton.state != 0;
break;
case SDL_JOYHATMOTION:
if (!joysticks[event.jaxis.which].joystick)
break;
joysticks[event.jhat.which].hats[event.jhat.hat] = event.jhat.value;
break;
}
}
}
void Pi::TombStoneLoop()
{
std::unique_ptr<Tombstone> tombstone(new Tombstone(Pi::renderer, Graphics::GetScreenWidth(), Graphics::GetScreenHeight()));
Uint32 last_time = SDL_GetTicks();
float _time = 0;
do {
Pi::HandleEvents();
Pi::renderer->GetWindow()->SetGrab(false);
// render the scene
Pi::BeginRenderTarget();
Pi::renderer->BeginFrame();
tombstone->Draw(_time);
Pi::renderer->EndFrame();
Gui::Draw();
Pi::EndRenderTarget();
Pi::DrawRenderTarget();
Pi::renderer->SwapBuffers();
Pi::frameTime = 0.001f*(SDL_GetTicks() - last_time);
_time += Pi::frameTime;
last_time = SDL_GetTicks();
} while (!((_time > 2.0) && ((Pi::MouseButtonState(SDL_BUTTON_LEFT)) || Pi::KeyState(SDLK_SPACE)) ));
}
void Pi::InitGame()
{
// this is a bit brittle. skank may be forgotten and survive between
// games
//reset input states
keyState.clear();
keyModState = 0;
std::fill(mouseButton, mouseButton + COUNTOF(mouseButton), 0);
std::fill(mouseMotion, mouseMotion + COUNTOF(mouseMotion), 0);
for (std::map<SDL_JoystickID,JoystickState>::iterator stick = joysticks.begin(); stick != joysticks.end(); ++stick) {
JoystickState &state = stick->second;
std::fill(state.buttons.begin(), state.buttons.end(), false);
std::fill(state.hats.begin(), state.hats.end(), 0);
std::fill(state.axes.begin(), state.axes.end(), 0.f);
}
if (!config->Int("DisableSound")) AmbientSounds::Init();
LuaInitGame();
}