/*==LICENSE==* CyanWorlds.com Engine - MMOG client, server and tools Copyright (C) 2011 Cyan Worlds, Inc. This program is free software: you can redistribute it and/or modify it under the terms of the GNU 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 General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . Additional permissions under GNU GPL version 3 section 7 If you modify this Program, or any covered work, by linking or combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK (or a modified version of those libraries), containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the licensors of this Program grant you additional permission to convey the resulting work. Corresponding Source for a non-source form of such a combination shall include the source code for the parts of OpenSSL and IJG JPEG Library used as well as that of the covered work. You can contact Cyan Worlds, Inc. by email legal@cyan.com or by snail mail at: Cyan Worlds, Inc. 14617 N Newport Hwy Mead, WA 99021 *==LICENSE==*/ #pragma once #ifndef plClient_inc #define plClient_inc //#define NEW_CAMERA_CODE #include "hsWindowHndl.h" #include "hsBitVector.h" #include "hsTemplates.h" #include "hsUtils.h" #include "hsStlUtils.h" #include "../pnKeyedObject/hsKeyedObject.h" #include "../pnKeyedObject/plUoid.h" #include "../plScene/plRenderRequest.h" class plSceneNode; class plPipeline; class hsG3DDeviceModeRecord; class plInputManager; class plInputController; class plSceneObject; class pfConsoleEngine; class pfConsole; class plAudioSystem; class plVirtualCam1; class plKey; class plPageTreeMgr; class plTransitionMgr; class plLinkEffectsMgr; class plOperationProgress; class pfGameGUIMgr; class pfKI; class plAnimDebugList; class plFontCache; class plClientMsg; class plLocation; class plMovieMsg; class plBinkPlayer; class plMoviePlayer; class plPreloaderMsg; class plNetCommAuthMsg; class plAgeLoaded2Msg; typedef void (*plMessagePumpProc)( void ); class plClient : public hsKeyedObject { protected: class plRoomRec { public: plSceneNode *fNode; UInt32 fFlags; plRoomRec() { fNode = nil; fFlags = 0; } plRoomRec( plSceneNode *n, UInt32 f ) : fNode( n ), fFlags( f ) {} enum Flags { kHeld = 0x00000001 }; }; hsBitVector fFlags; plInputManager* fInputManager; plPageTreeMgr* fPageMgr; hsTArray fRooms; plSceneNode* fCurrentNode; plPipeline* fPipeline; hsColorRGBA fClearColor; plTransitionMgr *fTransitionMgr; plLinkEffectsMgr *fLinkEffectsMgr; plFontCache *fFontCache; pfConsoleEngine* fConsoleEngine; pfConsole* fConsole; pfKI *fKIGUIGlue; hsBool fDone; hsBool fWindowActive; hsWindowHndl fWindowHndl; double fLastProgressUpdate; plOperationProgress *fProgressBar; pfGameGUIMgr *fGameGUIMgr; hsBool IUpdate(); hsBool IDraw(); hsBool IDrawProgress(); plVirtualCam1* fNewCamera; static plClient* fInstance; char * fpAuxInitDir; static hsBool fDelayMS; int fClampCap; int fQuality; hsBool fQuitIntro; hsTArray fMovies; hsBool fPatchGlobalAges; plMessagePumpProc fMessagePumpProc; #ifndef PLASMA_EXTERNAL_RELEASE bool bPythonDebugConnected; #endif hsTArray fPreRenderRequests; hsTArray fPostRenderRequests; bool fHoldLoadRequests; class LoadRequest { public: LoadRequest(const plLocation& loc, bool hold) { this->loc = loc; this->hold = hold; } plLocation loc; bool hold; }; typedef std::list LoadList; LoadList fLoadRooms; int fNumLoadingRooms; // Number of rooms we're waiting for load callbacks on std::vector fRoomsLoading; // the locations we are currently in the middle of loading int fNumPostLoadMsgs; float fPostLoadMsgInc; void ICompleteInit (); void IOnAsyncInitComplete (); void IHandlePreloaderMsg (plPreloaderMsg * msg); void IHandleNetCommAuthMsg (plNetCommAuthMsg * msg); bool IHandleAgeLoaded2Msg (plAgeLoaded2Msg * msg); hsBool IFlushRenderRequests(); void IProcessPreRenderRequests(); void IProcessPostRenderRequests(); void IProcessRenderRequests(hsTArray& reqs); void IAddRenderRequest(plRenderRequest* req); hsBool IPlayIntroMovie(const char* movieName, hsScalar endDelay, hsScalar posX, hsScalar posY, hsScalar scaleX, hsScalar scaleY, hsScalar volume = 1.0); hsBool IHandleMovieMsg(plMovieMsg* mov); void IKillMovies(); void IServiceMovies(); void IStartProgress( const char *title, hsScalar len ); void IIncProgress( hsScalar byHowMuch, const char *text ); void IStopProgress( void ); static void IDispatchMsgReceiveCallback(); static void IReadKeyedObjCallback(plKey key); static void IProgressMgrCallbackProc( plOperationProgress *progress ); void IPatchGlobalAgeFiles( void ); int IFindRoomByLoc(const plLocation& loc); bool IIsRoomLoading(const plLocation& loc); void IQueueRoomLoad(const std::vector& locs, bool hold); void ILoadNextRoom(); void IUnloadRooms(const std::vector& locs); void IRoomLoaded(plSceneNode* node, bool hold); void IRoomUnloaded(plSceneNode* node); void ISetGraphicsDefaults(); public: plClient(); virtual ~plClient(); CLASSNAME_REGISTER( plClient ); GETINTERFACE_ANY( plClient, hsKeyedObject ); static plClient* GetInstance() { return fInstance; } static void SetInstance(plClient* v) { fInstance=v; } virtual hsBool MsgReceive(plMessage* msg); hsBool InitPipeline(); void InitInputs(); void InitDLLs(); void ShutdownDLLs(); void InitAuxInits(); virtual hsBool StartInit(); virtual hsBool Shutdown(); virtual hsBool MainLoop(); plClient& SetDone(hsBool done) { fDone = done; return *this; } hsBool GetDone() { return fDone; } // Set this to true to queue any room load requests that come in. Set it to false to process them. void SetHoldLoadRequests(bool hold); enum { kFlagIniting, kFlagDBGDisableRender, kFlagDBGDisableRRequests, kFlagAsyncInitComplete, kFlagGlobalDataLoaded, }; hsBool HasFlag(int f) const { return fFlags.IsBitSet(f); } void SetFlag(int f, hsBool on=true) { fFlags.SetBit(f, on); } virtual plClient& SetWindowHandle(hsWindowHndl hndl) { fWindowHndl=hndl; return *this; } hsWindowHndl GetWindowHandle() { return fWindowHndl; } plInputManager* GetInputManager() { return fInputManager; } plPipeline* GetPipeline() { return fPipeline; } plSceneNode* GetCurrentScene() { return fCurrentNode; } pfConsoleEngine *GetConsoleEngine() { return fConsoleEngine; } void SetAuxInitDir(const char *p) { delete [] fpAuxInitDir; fpAuxInitDir = hsStrcpy(p); } static void EnableClientDelay() { plClient::fDelayMS = true; } // These are a hack to let the console fake a lesser capabile board and test out quality settings. // They should go away once we have this built into ClientSetup et.al. void SetClampCap(int c) { fClampCap = c; } int GetClampCap() const { return fClampCap; } void SetQuality(int q) { fQuality = q; } int GetQuality() const { return fQuality; } hsBool GetQuitIntro() const { return fQuitIntro; } void SetQuitIntro(hsBool on) { fQuitIntro = on; } void SetClearColor( hsColorRGBA &color ); hsColorRGBA GetClearColor() const { return fClearColor; } // The client window has focus (true) or lost it (false) virtual void WindowActivate(bool active); virtual hsBool WindowActive() const { return fWindowActive; } void FlashWindow(); void SetMessagePumpProc( plMessagePumpProc proc ) { fMessagePumpProc = proc; } void ResetDisplayDevice(int Width, int Height, int ColorDepth, hsBool Windowed, int NumAASamples, int MaxAnisotropicSamples, hsBool VSync = false); void ResizeDisplayDevice(int Width, int Height, hsBool Windowed); void IDetectAudioVideoSettings(); void IWriteDefaultGraphicsSettings(const wchar* destFile); plAnimDebugList *fAnimDebugList; #if 0 std::string fUsername; std::string fPasswordDigest; std::string fServer; int fPlayerID; bool fRecreatePlayer; bool fAuthPassed; #endif }; #endif // plClient_inc