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/*==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 <http://www.gnu.org/licenses/>.
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 "HeadSpin.h"
#include <list>
#include "hsBitVector.h"
#include "hsTemplates.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 plMoviePlayer;
class plPreloaderMsg;
class plNetCommAuthMsg;
class plAgeLoaded2Msg;
class plResPatcherMsg;
typedef void (*plMessagePumpProc)( void );
class plClient : public hsKeyedObject
{
protected:
class plRoomRec
{
public:
plSceneNode *fNode;
uint32_t fFlags;
plRoomRec() { fNode = nil; fFlags = 0; }
plRoomRec( plSceneNode *n, uint32_t f ) : fNode( n ), fFlags( f ) {}
enum Flags
{
kHeld = 0x00000001
};
};
hsBitVector fFlags;
plInputManager* fInputManager;
plPageTreeMgr* fPageMgr;
hsTArray<plRoomRec> fRooms;
plSceneNode* fCurrentNode;
plPipeline* fPipeline;
hsColorRGBA fClearColor;
plTransitionMgr *fTransitionMgr;
plLinkEffectsMgr *fLinkEffectsMgr;
plFontCache *fFontCache;
pfConsoleEngine* fConsoleEngine;
pfConsole* fConsole;
bool fDone;
bool fWindowActive;
hsWindowHndl fWindowHndl;
double fLastProgressUpdate;
plOperationProgress *fProgressBar;
pfGameGUIMgr *fGameGUIMgr;
bool IUpdate();
bool IDraw();
bool IDrawProgress();
plVirtualCam1* fNewCamera;
static plClient* fInstance;
char * fpAuxInitDir;
static bool fDelayMS;
int fClampCap;
int fQuality;
bool fQuitIntro;
std::vector<plMoviePlayer*> fMovies;
plMessagePumpProc fMessagePumpProc;
#ifndef PLASMA_EXTERNAL_RELEASE
bool bPythonDebugConnected;
#endif
hsTArray<plRenderRequest*> fPreRenderRequests;
hsTArray<plRenderRequest*> 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<LoadRequest*> LoadList;
LoadList fLoadRooms;
int fNumLoadingRooms; // Number of rooms we're waiting for load callbacks on
std::vector<plLocation> fRoomsLoading; // the locations we are currently in the middle of loading
int fNumPostLoadMsgs;
float fPostLoadMsgInc;
void ICompleteInit ();
void IOnAsyncInitComplete ();
void IHandlePatcherMsg (plResPatcherMsg * msg);
bool IHandleAgeLoaded2Msg (plAgeLoaded2Msg * msg);
bool IFlushRenderRequests();
void IProcessPreRenderRequests();
void IProcessPostRenderRequests();
void IProcessRenderRequests(hsTArray<plRenderRequest*>& reqs);
void IAddRenderRequest(plRenderRequest* req);
bool IPlayIntroMovie(const char* movieName, float endDelay, float posX, float posY, float scaleX, float scaleY, float volume = 1.0);
bool IHandleMovieMsg(plMovieMsg* mov);
void IKillMovies();
void IServiceMovies();
void IStartProgress( const char *title, float len );
void IIncProgress( float 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<plLocation>& locs, bool hold);
void ILoadNextRoom();
void IUnloadRooms(const std::vector<plLocation>& 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 bool MsgReceive(plMessage* msg);
bool InitPipeline();
void InitInputs();
void InitDLLs();
void ShutdownDLLs();
void InitAuxInits();
virtual bool StartInit();
virtual bool Shutdown();
virtual bool MainLoop();
plClient& SetDone(bool done) { fDone = done; return *this; }
bool 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,
};
bool HasFlag(int f) const { return fFlags.IsBitSet(f); }
void SetFlag(int f, bool 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; }
bool GetQuitIntro() const { return fQuitIntro; }
void SetQuitIntro(bool 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 bool WindowActive() const { return fWindowActive; }
bool BeginGame();
void FlashWindow();
void SetMessagePumpProc( plMessagePumpProc proc ) { fMessagePumpProc = proc; }
void ResetDisplayDevice(int Width, int Height, int ColorDepth, bool Windowed, int NumAASamples, int MaxAnisotropicSamples, bool VSync = false);
void ResizeDisplayDevice(int Width, int Height, bool Windowed);
void IDetectAudioVideoSettings();
void IWriteDefaultGraphicsSettings(const plFileName& destFile);
plAnimDebugList *fAnimDebugList;
};
#endif // plClient_inc