void ShaderToonBuilding::Initialize() { InitializeWorldViewProjection(_effect_handle_holder->effect_handle()); InitializeWorld(_effect_handle_holder->effect_handle()); InitializeLightDirection(_effect_handle_holder->effect_handle()); InitializeEyePosition(_effect_handle_holder->effect_handle()); InitializeAmbientColor(_effect_handle_holder->effect_handle()); InitializeDiffuseCubeMap(_effect_handle_holder->effect_handle()); InitializeAlbedoTexture(_effect_handle_holder->effect_handle()); InitializeDirtyTexture(_effect_handle_holder->effect_handle()); InitializeNormalTexture(_effect_handle_holder->effect_handle()); InitializeToonTexture(_effect_handle_holder->effect_handle()); InitializeTexcoordMove(_effect_handle_holder->effect_handle()); InitializeView(_effect_handle_holder->effect_handle()); }
void SFMLWorld::RunWorld(void) { window = new sf::RenderWindow(sf::VideoMode(windowWidth, windowHeight), "World window"); Clock cl = Clock(); totalElapsedSeconds = 0.0f; worldOver = false; float elapsed; sf::Event windowEvent; InitializeWorld(); cl.restart(); while (window->isOpen() && !worldOver) { //Handle window events first. while (window->pollEvent(windowEvent)) { if (windowEvent.type == sf::Event::Closed) { OnCloseWindow(); } else if (windowEvent.type == sf::Event::Resized) { OnWindowResized(windowEvent.size.width, windowEvent.size.height); } else { OnOtherWindowEvent(windowEvent); } } //Get elapsed time. elapsed = cl.getElapsedTime().asSeconds(); totalElapsedSeconds += elapsed; cl.restart(); //Call functions. if (elapsed > 0.0f) { UpdateWorld(elapsed); RenderWorld(elapsed); } } OnWorldEnd(); }
Stage_001::Stage_001() { m_pView->SetAlpha(1.0f); m_pView->SetSize(APPSCREEN_SIZE); m_drawSize = APPSCREEN_SIZE; m_pWorld = new CWorld(CVector(0.0f, 1.0f, 0.0f)); InitializeWorld(); CreatePlayer(CPoint(300.0f, 100.0f)); for (int i = 0; i < MAX_MULTI_PLAYER; i++) { m_pOtherPlayers[i] = 0; } m_pConnection = new Connection(this); m_frame = 0; }
void SFMLWorld::RunWorld(void) { contextSettings = GenerateContext(); window = new sf::RenderWindow(GetModeToUse(windowWidth, windowHeight), GetWindowTitle().c_str(), GetSFStyleFlags(), contextSettings); Clock cl = Clock(); totalElapsedSeconds = 0.0f; worldOver = false; float elapsed; sf::Event windowEvent; InitializeWorld(); windowHasFocus = true; cl.restart(); while (window->isOpen() && !worldOver) { //Handle window events first. while (window->pollEvent(windowEvent)) { if (windowEvent.type == sf::Event::Closed) { OnCloseWindow(); } else if (windowEvent.type == sf::Event::Resized) { OnWindowResized(windowEvent.size.width, windowEvent.size.height); } else if (windowEvent.type == sf::Event::LostFocus) { windowHasFocus = false; OnWindowLostFocus(); } else if (windowEvent.type == sf::Event::GainedFocus) { windowHasFocus = true; OnWindowGainedFocus(); } else { OnOtherWindowEvent(windowEvent); } } //Get elapsed time. elapsed = cl.getElapsedTime().asSeconds(); cl.restart(); totalElapsedSeconds += elapsed; //Update various managers. Input.Update(elapsed, totalElapsedSeconds); Timers.UpdateTimers(elapsed); //Update and render. if (elapsed > 0.0f) { UpdateWorld(elapsed); RenderWorld(elapsed); } } OnWorldEnd(); delete window; window = 0; }
/*virtual*/ void EldritchFramework::Initialize() { XTRACE_FUNCTION; XTRACE_BEGIN(PreFramework3D); ReverseHash::Initialize(); PackStream::StaticAddPackageFile("eldritch-base.cpk"); FrameworkUtil::MinimalLoadConfigFiles("Config/default.ccf"); InitializePackages(); InitializeDLC(); // Load prefs over anything in the defaults. LoadPrefsConfig(); LOADPRINTLEVELS; STATICHASH(Version); STATICHASH(ContentSyncer); SimpleString LocalVersion = ConfigManager::GetString(sVersion, "", sContentSyncer); PRINTF("Version: %s\n", LocalVersion.CStr()); XTRACE_BEGIN(InitializeFactories); PRINTF("Initializing factories...\n"); PRINTF("Initializing SDP factories.\n"); SDPFactory::InitializeBaseFactories(); #define ADDSDPFACTORY(type) \ SDPFactory::RegisterSDPFactory(#type, SDP##type::Factory); #include "eldritchsdps.h" #undef ADDSDPFACTORY PRINTF("Initializing UI factories.\n"); UIFactory::InitializeBaseFactories(); #define ADDUISCREENFACTORY(type) \ UIFactory::RegisterUIScreenFactory(#type, UIScreen##type::Factory); #include "eldritchuiscreens.h" #undef ADDUISCREENFACTORY PRINTF("Initializing anim event factories.\n"); #define ADDANIMEVENTFACTORY(type) \ AnimEventFactory::GetInstance()->Register(#type, AnimEvent##type::Factory); #include "eldritchanimevents.h" #undef ADDANIMEVENTFACTORY PRINTF("Initializing PE factories.\n"); WBParamEvaluatorFactory::InitializeBaseFactories(); #define ADDWBPEFACTORY(type) \ WBParamEvaluatorFactory::RegisterFactory(#type, WBPE##type::Factory); #include "rodinwbpes.h" #include "eldritchwbpes.h" #undef ADDWBPEFACTORY PRINTF("Initializing action factories.\n"); WBActionFactory::InitializeBaseFactories(); #define ADDWBACTIONFACTORY(type) \ WBActionFactory::RegisterFactory(#type, WBAction##type::Factory); #include "uiwbactions.h" #include "rodinwbactions.h" #include "eldritchwbactions.h" #undef ADDWBPEFACTORY PRINTF("Initializing BT factories.\n"); RodinBTNodeFactory::InitializeBaseFactories(); #define ADDRODINBTNODEFACTORY(type) \ RodinBTNodeFactory::RegisterFactory(#type, RodinBTNode##type::Factory); #include "eldritchrodinbtnodes.h" #undef ADDRODINBTNODEFACTORY // Initialize core and Eldritch Workbench component factories. PRINTF("Initializing component factories.\n"); WBComponent::InitializeBaseFactories(); #define ADDWBCOMPONENT(type) \ WBComponent::RegisterWBCompFactory(#type, WBComp##type::Factory); #include "rodinwbcomponents.h" #include "eldritchwbcomponents.h" #undef ADDWBCOMPONENT XTRACE_END; PRINTF("Factories initialized.\n"); // Create input system before framework so it will exist for UI. But don't // attach devices yet, as they don't exist. PRINTF("Initializing input system.\n"); m_InputSystem = new InputSystem; m_InputSystem->Initialize("EldritchInput"); XTRACE_END; Framework3D::Initialize(); STATICHASH(DisplayWidth); STATICHASH(DisplayHeight); m_DisplayWidth = ConfigManager::GetInt(sDisplayWidth); m_DisplayHeight = ConfigManager::GetInt(sDisplayHeight); #if BUILD_WINDOWS m_CheckForUpdates = new CheckForUpdates(m_UIManager); #endif m_Controller = new XInputController; m_TargetManager = new EldritchTargetManager(m_Renderer); m_TargetManager->CreateTargets(m_Display->m_Width, m_Display->m_Height); m_Audio3DListener = new EldritchSound3DListener; m_Audio3DListener->Initialize(); ASSERT(m_AudioSystem); m_AudioSystem->Set3DListener(m_Audio3DListener); STATICHASH(FOV); const float FOV = ConfigManager::GetFloat(sFOV, 90.0f); STATICHASH(ForegroundFOV); const float FGFOV = ConfigManager::GetFloat(sForegroundFOV, 60.0f); STATICHASH(NearClip); const float NearClip = ConfigManager::GetFloat(sNearClip, 0.1f); STATICHASH(FarClip); const float FarClip = ConfigManager::GetFloat(sFarClip, 0.1f); const float fDisplayWidth = static_cast<float>(m_DisplayWidth); const float fDisplayHeight = static_cast<float>(m_DisplayHeight); const float AspectRatio = fDisplayWidth / fDisplayHeight; m_MainView = new View(Vector(), Angles(), FOV, AspectRatio, NearClip, FarClip); m_FGView = new View(Vector(), Angles(), FGFOV, AspectRatio, NearClip, FarClip); CreateHUDView(); CreateMirrorView(); CreateMinimapView(); CreateBuckets(); m_InputSystem->SetKeyboard(m_Keyboard); m_InputSystem->SetMouse(m_Mouse); m_InputSystem->SetController(m_Controller); m_InputSystem->SetClock(m_Clock); WBActionStack::Initialize(); PRINTF("Initializing Eldritch.\n"); InitializeWorld(HashedString(), false); m_Game = new EldritchGame; m_Game->RefreshRTDependentSystems(); m_Game->Initialize(); // Initialize config stuff { STATICHASH(InvertY); const bool InvertY = ConfigManager::GetBool(sInvertY); STATIC_HASHED_STRING(TurnY); m_InputSystem->SetMouseInvert(sTurnY, InvertY); m_InputSystem->SetControllerInvert(sTurnY, InvertY); STATICHASH(ControllerPower); const float ControllerPower = ConfigManager::GetFloat(sControllerPower); STATIC_HASHED_STRING(MoveX); m_InputSystem->SetControllerPower(sMoveX, ControllerPower); STATIC_HASHED_STRING(MoveY); m_InputSystem->SetControllerPower(sMoveY, ControllerPower); STATIC_HASHED_STRING(TurnX); m_InputSystem->SetControllerPower(sTurnX, ControllerPower); m_InputSystem->SetControllerPower(sTurnY, ControllerPower); } // Initialize UI sliders. This could be neater. // This also pushes the initial values to their respective systems, which is // pret-ty terrible design. { WBEventManager* pEventManager = WBWorld::GetInstance()->GetEventManager(); { STATICHASH(MouseSpeed); const float MouseSpeed = ConfigManager::GetFloat(sMouseSpeed, 1.0f); STATIC_HASHED_STRING(ControlsOptionsScreen); STATIC_HASHED_STRING(MouseSpeedSlider); WB_MAKE_EVENT(SetUISliderValue, NULL); WB_SET_AUTO(SetUISliderValue, Hash, Screen, sControlsOptionsScreen); WB_SET_AUTO(SetUISliderValue, Hash, Widget, sMouseSpeedSlider); WB_SET_AUTO(SetUISliderValue, Float, SliderValue, GetSliderValueFromMouseSpeed(MouseSpeed)); WB_DISPATCH_EVENT(pEventManager, SetUISliderValue, NULL); } { STATICHASH(ControllerSpeed); const float ControllerSpeed = ConfigManager::GetFloat(sControllerSpeed, 1.0f); STATIC_HASHED_STRING(ControlsOptionsScreen); STATIC_HASHED_STRING(ControllerSpeedSlider); WB_MAKE_EVENT(SetUISliderValue, NULL); WB_SET_AUTO(SetUISliderValue, Hash, Screen, sControlsOptionsScreen); WB_SET_AUTO(SetUISliderValue, Hash, Widget, sControllerSpeedSlider); WB_SET_AUTO(SetUISliderValue, Float, SliderValue, GetSliderValueFromControllerSpeed(ControllerSpeed)); WB_DISPATCH_EVENT(pEventManager, SetUISliderValue, NULL); } { STATICHASH(Brightness); const float Brightness = ConfigManager::GetFloat(sBrightness, 1.0f); STATIC_HASHED_STRING(BrightnessScreen); STATIC_HASHED_STRING(BrightnessSlider); WB_MAKE_EVENT(SetUISliderValue, NULL); WB_SET_AUTO(SetUISliderValue, Hash, Screen, sBrightnessScreen); WB_SET_AUTO(SetUISliderValue, Hash, Widget, sBrightnessSlider); WB_SET_AUTO(SetUISliderValue, Float, SliderValue, GetSliderValueFromBrightness(Brightness)); WB_DISPATCH_EVENT(pEventManager, SetUISliderValue, NULL); } { STATIC_HASHED_STRING(DisplayOptionsScreen); STATIC_HASHED_STRING(FOVSlider); WB_MAKE_EVENT(SetUISliderValue, NULL); WB_SET_AUTO(SetUISliderValue, Hash, Screen, sDisplayOptionsScreen); WB_SET_AUTO(SetUISliderValue, Hash, Widget, sFOVSlider); WB_SET_AUTO(SetUISliderValue, Float, SliderValue, GetSliderValueFromFOV(FOV)); WB_DISPATCH_EVENT(pEventManager, SetUISliderValue, NULL); } { STATICHASH(MasterVolume); const float MasterVolume = ConfigManager::GetFloat(sMasterVolume); STATIC_HASHED_STRING(AudioOptionsScreen); STATIC_HASHED_STRING(VolumeSlider); WB_MAKE_EVENT(SetUISliderValue, NULL); WB_SET_AUTO(SetUISliderValue, Hash, Screen, sAudioOptionsScreen); WB_SET_AUTO(SetUISliderValue, Hash, Widget, sVolumeSlider); WB_SET_AUTO(SetUISliderValue, Float, SliderValue, MasterVolume); WB_DISPATCH_EVENT(pEventManager, SetUISliderValue, NULL); } { STATICHASH(MusicVolume); const float MusicVolume = ConfigManager::GetFloat(sMusicVolume); STATIC_HASHED_STRING(AudioOptionsScreen); STATIC_HASHED_STRING(MusicVolumeSlider); WB_MAKE_EVENT(SetUISliderValue, NULL); WB_SET_AUTO(SetUISliderValue, Hash, Screen, sAudioOptionsScreen); WB_SET_AUTO(SetUISliderValue, Hash, Widget, sMusicVolumeSlider); WB_SET_AUTO(SetUISliderValue, Float, SliderValue, MusicVolume); WB_DISPATCH_EVENT(pEventManager, SetUISliderValue, NULL); } } // Initialize UI callbacks { UIScreenEldSetRes* pSetRes = m_UIManager->GetScreen<UIScreenEldSetRes>("SetResScreen"); pSetRes->SetUICallback(SUICallback(EldritchFramework::OnSetRes, nullptr)); UIScreenFade* pFade = m_UIManager->GetScreen<UIScreenFade>("Fade"); pFade->SetFadeCallback( SUICallback(EldritchFramework::OnFadeFinished, nullptr)); } WB_MAKE_EVENT(ResetToInitialScreens, NULL); WB_DISPATCH_EVENT(WBWorld::GetInstance()->GetEventManager(), ResetToInitialScreens, NULL); { // HACK: Too content aware STATIC_HASHED_STRING(MKGLogoScreen); WB_MAKE_EVENT(PushUIScreen, NULL); WB_SET_AUTO(PushUIScreen, Hash, Screen, sMKGLogoScreen); WB_DISPATCH_EVENT(WBWorld::GetInstance()->GetEventManager(), PushUIScreen, NULL); } // Tick world once to pump the event queue. Fixes title screen bugs. m_World->Tick(0.0f); // All done, show the window finally. SafeDelete(m_SplashWindow); #if BUILD_WINDOWS_NO_SDL m_Window->Show(m_CmdShow); #elif BUILD_SDL m_Window->Show(); #endif // Reattach GL context if needed. m_Renderer->Refresh(); PRINTF("Eldritch initialization complete.\n"); }
void EldritchFramework::GoToLevel(const HashedString& WorldDef) { InitializeWorld(WorldDef, true); }
void EldritchFramework::RegenerateWorld() { ASSERT(m_World); InitializeWorld(m_World->GetCurrentWorld(), true); }
UINT32 InitializeJA2(void) { #ifdef LASERLOCK_ENABLED HandleLaserLockResult( PrepareLaserLockSystem() ); #endif HandleJA2CDCheck( ); gfWorldLoaded = FALSE; // Load external text LoadAllExternalText(); // Init JA2 sounds InitJA2Sound( ); gsRenderCenterX = 805; gsRenderCenterY = 805; // Init data InitializeSystemVideoObjects( ); // Init animation system if ( !InitAnimationSystem( ) ) { return( ERROR_SCREEN ); } // Init lighting system InitLightingSystem(); // Init dialog queue system InitalizeDialogueControl(); if ( !InitStrategicEngine( ) ) { return( ERROR_SCREEN ); } //needs to be called here to init the SectorInfo struct InitStrategicMovementCosts( ); // Init tactical engine if ( !InitTacticalEngine( ) ) { return( ERROR_SCREEN ); } // Init timer system //Moved to the splash screen code. //InitializeJA2Clock( ); // INit shade tables BuildShadeTable( ); // INit intensity tables BuildIntensityTable( ); // Init Event Manager if ( !InitializeEventManager( ) ) { return( ERROR_SCREEN ); } // Initailize World if ( !InitializeWorld( ) ) { return( ERROR_SCREEN ); } InitTileCache( ); InitMercPopupBox( ); // Set global volume MusicSetVolume( gGameSettings.ubMusicVolumeSetting ); DetermineRGBDistributionSettings(); #ifdef JA2BETAVERSION #ifdef JA2EDITOR //UNCOMMENT NEXT LINE TO ALLOW FORCE UPDATES... //LoadGlobalSummary(); if( gfMustForceUpdateAllMaps ) { ApologizeOverrideAndForceUpdateEverything(); } #endif #endif #ifdef JA2BETAVERSION if( ProcessIfMultilingualCmdLineArgDetected( gzCommandLine ) ) { //If the multilingual text code generator has activated, quit now. gfProgramIsRunning = FALSE; return( INIT_SCREEN ); } #endif #ifdef JA2BETAVERSION // CHECK COMMANDLINE FOR SPECIAL UTILITY if ( strcmp( gzCommandLine, "-DOMAPS" ) == 0 ) { return( MAPUTILITY_SCREEN ); } #endif #ifdef JA2BETAVERSION //This allows the QuickSave Slots to be autoincremented, ie everytime the user saves, there will be a new quick save file if ( _stricmp( gzCommandLine, "-quicksave" ) == 0 ) { gfUseConsecutiveQuickSaveSlots = TRUE; } #endif #ifdef JA2BETAVERSION #ifdef JA2EDITOR // CHECK COMMANDLINE FOR SPECIAL UTILITY if( !strcmp( gzCommandLine, "-EDITORAUTO" ) ) { OutputDebugString( "Beginning JA2 using -EDITORAUTO commandline argument...\n" ); //For editor purposes, need to know the default map file. sprintf( gubFilename, "none"); //also set the sector gWorldSectorX = 0; gWorldSectorY = 0; gfAutoLoadA9 = TRUE; gfIntendOnEnteringEditor = TRUE; gGameOptions.fGunNut = TRUE; return( GAME_SCREEN ); } if ( strcmp( gzCommandLine, "-EDITOR" ) == 0 ) { OutputDebugString( "Beginning JA2 using -EDITOR commandline argument...\n" ); //For editor purposes, need to know the default map file. sprintf( gubFilename, "none"); //also set the sector gWorldSectorX = 0; gWorldSectorY = 0; gfAutoLoadA9 = FALSE; gfIntendOnEnteringEditor = TRUE; gGameOptions.fGunNut = TRUE; return( GAME_SCREEN ); } #endif #endif return( INIT_SCREEN ); }
//Basically a convenience function over InitializeWorld. World* MakeWorld(unsigned int width, unsigned int height) { World* w = malloc(sizeof(World)); InitializeWorld(w, width, height); return w; }