void OMW::Engine::prepareEngine (Settings::Manager & settings) { mEnvironment.setStateManager ( new MWState::StateManager (mCfgMgr.getUserDataPath() / "saves", mContentFiles.at (0))); Nif::NIFFile::CacheLock cachelock; std::string renderSystem = settings.getString("render system", "Video"); if (renderSystem == "") { #if OGRE_PLATFORM == OGRE_PLATFORM_WIN32 renderSystem = "Direct3D9 Rendering Subsystem"; #else renderSystem = "OpenGL Rendering Subsystem"; #endif } mOgre = new OEngine::Render::OgreRenderer; mOgre->configure( mCfgMgr.getLogPath().string(), renderSystem, Settings::Manager::getString("opengl rtt mode", "Video")); // This has to be added BEFORE MyGUI is initialized, as it needs // to find core.xml here. //addResourcesDirectory(mResDir); addResourcesDirectory(mCfgMgr.getCachePath ().string()); addResourcesDirectory(mResDir / "mygui"); addResourcesDirectory(mResDir / "water"); addResourcesDirectory(mResDir / "shadows"); OEngine::Render::WindowSettings windowSettings; windowSettings.fullscreen = settings.getBool("fullscreen", "Video"); windowSettings.window_x = settings.getInt("resolution x", "Video"); windowSettings.window_y = settings.getInt("resolution y", "Video"); windowSettings.screen = settings.getInt("screen", "Video"); windowSettings.vsync = settings.getBool("vsync", "Video"); windowSettings.icon = "openmw.png"; std::string aa = settings.getString("antialiasing", "Video"); windowSettings.fsaa = (aa.substr(0, 4) == "MSAA") ? aa.substr(5, aa.size()-5) : "0"; SDL_SetHint(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, settings.getBool("minimize on focus loss", "Video") ? "1" : "0"); mOgre->createWindow("OpenMW", windowSettings); Bsa::registerResources (mFileCollections, mArchives, true, mFSStrict); // Create input and UI first to set up a bootstrapping environment for // showing a loading screen and keeping the window responsive while doing so std::string keybinderUser = (mCfgMgr.getUserConfigPath() / "input_v1.xml").string(); bool keybinderUserExists = boost::filesystem::exists(keybinderUser); MWInput::InputManager* input = new MWInput::InputManager (*mOgre, *this, keybinderUser, keybinderUserExists, mGrab); mEnvironment.setInputManager (input); MWGui::WindowManager* window = new MWGui::WindowManager( mExtensions, mFpsLevel, mOgre, mCfgMgr.getLogPath().string() + std::string("/"), mCfgMgr.getCachePath ().string(), mScriptConsoleMode, mTranslationDataStorage, mEncoding, mExportFonts); mEnvironment.setWindowManager (window); // Create sound system mEnvironment.setSoundManager (new MWSound::SoundManager(mUseSound)); if (!mSkipMenu) { std::string logo = mFallbackMap["Movies_Company_Logo"]; if (!logo.empty()) window->playVideo(logo, 1); } // Create the world mEnvironment.setWorld( new MWWorld::World (*mOgre, mFileCollections, mContentFiles, mResDir, mCfgMgr.getCachePath(), mEncoder, mFallbackMap, mActivationDistanceOverride, mCellName, mStartupScript)); MWBase::Environment::get().getWorld()->setupPlayer(); input->setPlayer(&mEnvironment.getWorld()->getPlayer()); window->initUI(); window->renderWorldMap(); //Load translation data mTranslationDataStorage.setEncoder(mEncoder); for (size_t i = 0; i < mContentFiles.size(); i++) mTranslationDataStorage.loadTranslationData(mFileCollections, mContentFiles[i]); Compiler::registerExtensions (mExtensions); // Create script system mScriptContext = new MWScript::CompilerContext (MWScript::CompilerContext::Type_Full); mScriptContext->setExtensions (&mExtensions); mEnvironment.setScriptManager (new MWScript::ScriptManager (MWBase::Environment::get().getWorld()->getStore(), mVerboseScripts, *mScriptContext, mWarningsMode, mScriptBlacklistUse ? mScriptBlacklist : std::vector<std::string>())); // Create game mechanics system MWMechanics::MechanicsManager* mechanics = new MWMechanics::MechanicsManager; mEnvironment.setMechanicsManager (mechanics); // Create dialog system mEnvironment.setJournal (new MWDialogue::Journal); mEnvironment.setDialogueManager (new MWDialogue::DialogueManager (mExtensions, mVerboseScripts, mTranslationDataStorage)); mOgre->getRoot()->addFrameListener (this); // scripts if (mCompileAll) { std::pair<int, int> result = MWBase::Environment::get().getScriptManager()->compileAll(); if (result.first) std::cout << "compiled " << result.second << " of " << result.first << " scripts (" << 100*static_cast<double> (result.second)/result.first << "%)" << std::endl; } }
void OMW::Engine::prepareEngine (Settings::Manager & settings) { mEnvironment.setStateManager ( new MWState::StateManager (mCfgMgr.getUserDataPath() / "saves", mContentFiles.at (0))); createWindow(settings); osg::ref_ptr<osg::Group> rootNode (new osg::Group); mViewer->setSceneData(rootNode); mVFS.reset(new VFS::Manager(mFSStrict)); VFS::registerArchives(mVFS.get(), mFileCollections, mArchives, true); mResourceSystem.reset(new Resource::ResourceSystem(mVFS.get())); mResourceSystem->getSceneManager()->setUnRefImageDataAfterApply(false); // keep to Off for now to allow better state sharing mResourceSystem->getSceneManager()->setFilterSettings( Settings::Manager::getString("texture mag filter", "General"), Settings::Manager::getString("texture min filter", "General"), Settings::Manager::getString("texture mipmap", "General"), Settings::Manager::getInt("anisotropy", "General") ); int numThreads = Settings::Manager::getInt("preload num threads", "Cells"); if (numThreads <= 0) throw std::runtime_error("Invalid setting: 'preload num threads' must be >0"); mWorkQueue = new SceneUtil::WorkQueue(numThreads); // Create input and UI first to set up a bootstrapping environment for // showing a loading screen and keeping the window responsive while doing so std::string keybinderUser = (mCfgMgr.getUserConfigPath() / "input_v3.xml").string(); bool keybinderUserExists = boost::filesystem::exists(keybinderUser); if(!keybinderUserExists) { std::string input2 = (mCfgMgr.getUserConfigPath() / "input_v2.xml").string(); if(boost::filesystem::exists(input2)) { boost::filesystem::copy_file(input2, keybinderUser); keybinderUserExists = boost::filesystem::exists(keybinderUser); } } // find correct path to the game controller bindings // File format for controller mappings is different for SDL <= 2.0.4, 2.0.5, and >= 2.0.6 SDL_version linkedSdlVersion; SDL_GetVersion(&linkedSdlVersion); std::string controllerFileName; if (linkedSdlVersion.major == 2 && linkedSdlVersion.minor == 0 && linkedSdlVersion.patch <= 4) { controllerFileName = "gamecontrollerdb_204.txt"; } else if (linkedSdlVersion.major == 2 && linkedSdlVersion.minor == 0 && linkedSdlVersion.patch == 5) { controllerFileName = "gamecontrollerdb_205.txt"; } else { controllerFileName = "gamecontrollerdb.txt"; } const std::string localdefault = mCfgMgr.getLocalPath().string() + "/" + controllerFileName; const std::string globaldefault = mCfgMgr.getGlobalPath().string() + "/" + controllerFileName; std::string gameControllerdb; if (boost::filesystem::exists(localdefault)) gameControllerdb = localdefault; else if (boost::filesystem::exists(globaldefault)) gameControllerdb = globaldefault; else gameControllerdb = ""; //if it doesn't exist, pass in an empty string MWInput::InputManager* input = new MWInput::InputManager (mWindow, mViewer, mScreenCaptureHandler, mScreenCaptureOperation, keybinderUser, keybinderUserExists, gameControllerdb, mGrab); mEnvironment.setInputManager (input); std::string myguiResources = (mResDir / "mygui").string(); osg::ref_ptr<osg::Group> guiRoot = new osg::Group; guiRoot->setName("GUI Root"); guiRoot->setNodeMask(MWRender::Mask_GUI); rootNode->addChild(guiRoot); MWGui::WindowManager* window = new MWGui::WindowManager(mViewer, guiRoot, mResourceSystem.get(), mWorkQueue.get(), mCfgMgr.getLogPath().string() + std::string("/"), myguiResources, mScriptConsoleMode, mTranslationDataStorage, mEncoding, mExportFonts, mFallbackMap, Version::getOpenmwVersionDescription(mResDir.string()), mCfgMgr.getUserConfigPath().string()); mEnvironment.setWindowManager (window); // Create sound system mEnvironment.setSoundManager (new MWSound::SoundManager(mVFS.get(), mFallbackMap, mUseSound)); if (!mSkipMenu) { std::string logo = mFallbackMap["Movies_Company_Logo"]; if (!logo.empty()) window->playVideo(logo, true); } // Create the world mEnvironment.setWorld( new MWWorld::World (mViewer, rootNode, mResourceSystem.get(), mWorkQueue.get(), mFileCollections, mContentFiles, mEncoder, mFallbackMap, mActivationDistanceOverride, mCellName, mStartupScript, mResDir.string(), mCfgMgr.getUserDataPath().string())); mEnvironment.getWorld()->setupPlayer(); input->setPlayer(&mEnvironment.getWorld()->getPlayer()); window->setStore(mEnvironment.getWorld()->getStore()); window->initUI(); //Load translation data mTranslationDataStorage.setEncoder(mEncoder); for (size_t i = 0; i < mContentFiles.size(); i++) mTranslationDataStorage.loadTranslationData(mFileCollections, mContentFiles[i]); Compiler::registerExtensions (mExtensions); // Create script system mScriptContext = new MWScript::CompilerContext (MWScript::CompilerContext::Type_Full); mScriptContext->setExtensions (&mExtensions); mEnvironment.setScriptManager (new MWScript::ScriptManager (mEnvironment.getWorld()->getStore(), *mScriptContext, mWarningsMode, mScriptBlacklistUse ? mScriptBlacklist : std::vector<std::string>())); // Create game mechanics system MWMechanics::MechanicsManager* mechanics = new MWMechanics::MechanicsManager; mEnvironment.setMechanicsManager (mechanics); // Create dialog system mEnvironment.setJournal (new MWDialogue::Journal); mEnvironment.setDialogueManager (new MWDialogue::DialogueManager (mExtensions, mTranslationDataStorage)); // scripts if (mCompileAll) { std::pair<int, int> result = mEnvironment.getScriptManager()->compileAll(); if (result.first) Log(Debug::Info) << "compiled " << result.second << " of " << result.first << " scripts (" << 100*static_cast<double> (result.second)/result.first << "%)"; } if (mCompileAllDialogue) { std::pair<int, int> result = MWDialogue::ScriptTest::compileAll(&mExtensions, mWarningsMode); if (result.first) Log(Debug::Info) << "compiled " << result.second << " of " << result.first << " dialogue script/actor combinations a(" << 100*static_cast<double> (result.second)/result.first << "%)"; } }
void OMW::Engine::prepareEngine (Settings::Manager & settings) { mEnvironment.setStateManager ( new MWState::StateManager (mCfgMgr.getUserDataPath() / "saves", mContentFiles.at (0))); createWindow(settings); osg::ref_ptr<osg::Group> rootNode (new osg::Group); mViewer->setSceneData(rootNode); mVFS.reset(new VFS::Manager(mFSStrict)); VFS::registerArchives(mVFS.get(), mFileCollections, mArchives, true); mResourceSystem.reset(new Resource::ResourceSystem(mVFS.get())); mResourceSystem->getTextureManager()->setUnRefImageDataAfterApply(true); osg::Texture::FilterMode min = osg::Texture::LINEAR_MIPMAP_NEAREST; osg::Texture::FilterMode mag = osg::Texture::LINEAR; if (Settings::Manager::getString("texture filtering", "General") == "trilinear") min = osg::Texture::LINEAR_MIPMAP_LINEAR; int maxAnisotropy = Settings::Manager::getInt("anisotropy", "General"); mResourceSystem->getTextureManager()->setFilterSettings(min, mag, maxAnisotropy); // Create input and UI first to set up a bootstrapping environment for // showing a loading screen and keeping the window responsive while doing so std::string keybinderUser = (mCfgMgr.getUserConfigPath() / "input_v3.xml").string(); bool keybinderUserExists = boost::filesystem::exists(keybinderUser); if(!keybinderUserExists) { std::string input2 = (mCfgMgr.getUserConfigPath() / "input_v2.xml").string(); if(boost::filesystem::exists(input2)) { boost::filesystem::copy_file(input2, keybinderUser); keybinderUserExists = boost::filesystem::exists(keybinderUser); } } // find correct path to the game controller bindings const std::string localdefault = mCfgMgr.getLocalPath().string() + "/gamecontrollerdb.cfg"; const std::string globaldefault = mCfgMgr.getGlobalPath().string() + "/gamecontrollerdb.cfg"; std::string gameControllerdb; if (boost::filesystem::exists(localdefault)) gameControllerdb = localdefault; else if (boost::filesystem::exists(globaldefault)) gameControllerdb = globaldefault; else gameControllerdb = ""; //if it doesn't exist, pass in an empty string // FIXME: shouldn't depend on Engine MWInput::InputManager* input = new MWInput::InputManager (mWindow, mViewer, *this, keybinderUser, keybinderUserExists, gameControllerdb, mGrab); mEnvironment.setInputManager (input); std::string myguiResources = (mResDir / "mygui").string(); osg::ref_ptr<osg::Group> guiRoot = new osg::Group; guiRoot->setNodeMask(MWRender::Mask_GUI); rootNode->addChild(guiRoot); MWGui::WindowManager* window = new MWGui::WindowManager(mViewer, guiRoot, mResourceSystem.get(), mCfgMgr.getLogPath().string() + std::string("/"), myguiResources, mScriptConsoleMode, mTranslationDataStorage, mEncoding, mExportFonts, mFallbackMap, Version::getOpenmwVersionDescription(mResDir.string())); mEnvironment.setWindowManager (window); // Create sound system mEnvironment.setSoundManager (new MWSound::SoundManager(mVFS.get(), mUseSound)); if (!mSkipMenu) { std::string logo = mFallbackMap["Movies_Company_Logo"]; if (!logo.empty()) window->playVideo(logo, true); } // Create the world mEnvironment.setWorld( new MWWorld::World (mViewer, rootNode, mResourceSystem.get(), mFileCollections, mContentFiles, mEncoder, mFallbackMap, mActivationDistanceOverride, mCellName, mStartupScript)); mEnvironment.getWorld()->setupPlayer(); input->setPlayer(&mEnvironment.getWorld()->getPlayer()); window->initUI(); window->renderWorldMap(); //Load translation data mTranslationDataStorage.setEncoder(mEncoder); for (size_t i = 0; i < mContentFiles.size(); i++) mTranslationDataStorage.loadTranslationData(mFileCollections, mContentFiles[i]); Compiler::registerExtensions (mExtensions); // Create script system mScriptContext = new MWScript::CompilerContext (MWScript::CompilerContext::Type_Full); mScriptContext->setExtensions (&mExtensions); mEnvironment.setScriptManager (new MWScript::ScriptManager (mEnvironment.getWorld()->getStore(), mVerboseScripts, *mScriptContext, mWarningsMode, mScriptBlacklistUse ? mScriptBlacklist : std::vector<std::string>())); // Create game mechanics system MWMechanics::MechanicsManager* mechanics = new MWMechanics::MechanicsManager; mEnvironment.setMechanicsManager (mechanics); // Create dialog system mEnvironment.setJournal (new MWDialogue::Journal); mEnvironment.setDialogueManager (new MWDialogue::DialogueManager (mExtensions, mVerboseScripts, mTranslationDataStorage)); // scripts if (mCompileAll) { std::pair<int, int> result = mEnvironment.getScriptManager()->compileAll(); if (result.first) std::cout << "compiled " << result.second << " of " << result.first << " scripts (" << 100*static_cast<double> (result.second)/result.first << "%)" << std::endl; } if (mCompileAllDialogue) { std::pair<int, int> result = MWDialogue::ScriptTest::compileAll(&mExtensions, mWarningsMode); if (result.first) std::cout << "compiled " << result.second << " of " << result.first << " dialogue script/actor combinations a(" << 100*static_cast<double> (result.second)/result.first << "%)" << std::endl; } }