networking
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324
external/steamworks/steamworksexample/gameenginesdl.h
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324
external/steamworks/steamworksexample/gameenginesdl.h
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//========= Copyright <20> 1996-2008, Valve LLC, All rights reserved. ============
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//
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// Purpose: Main class for the game engine -- SDL implementation
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//
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// $NoKeywords: $
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//=============================================================================
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#ifndef GAMEENGINESDL_H
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#define GAMEENGINESDL_H
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typedef unsigned char byte;
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#include "GameEngine.h"
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#include <AL/al.h>
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#include <AL/alc.h>
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#if defined(USE_SDL2)
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_opengl.h>
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#include <SDL2/SDL_ttf.h>
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#else
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_opengl.h>
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#include <SDL3_ttf/SDL_ttf.h>
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#endif
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#include <string>
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#include <set>
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#include <map>
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// How big is the vertex buffer for batching lines in total?
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// NOTE: This must be a multiple of the batch size below!!! (crashes will occur if it isn't)
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#define LINE_BUFFER_TOTAL_SIZE 1000
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// How many lines do we put in the buffer in between flushes?
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//
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// This should be enough smaller than the total size so that draw calls
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// can finish using the data before we wrap around and discard it.
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#define LINE_BUFFER_BATCH_SIZE 250
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// How big is the vertex buffer for batching points in total?
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// NOTE: This must be a multiple of the batch size below!!! (crashes will occur if it isn't)
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#define POINT_BUFFER_TOTAL_SIZE 1800
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// How many points do we put in the buffer in between flushes?
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//
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// This should be enough smaller than the total size so that draw calls
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// can finish using the data before we wrap around and discard it.
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#define POINT_BUFFER_BATCH_SIZE 600
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// How big is the vertex buffer for batching quads in total?
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// NOTE: This must be a multiple of the batch size below!!! (crashes will occur if it isn't)
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#define QUAD_BUFFER_TOTAL_SIZE 1000
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// How many quads do we put in the buffer in between flushes?
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//
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// This should be enough smaller than the total size so that draw calls
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// can finish using the data before we wrap around and discard it.
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#define QUAD_BUFFER_BATCH_SIZE 250
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class CVoiceContext;
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class GLString;
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class CGameEngineGL : public IGameEngine
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{
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public:
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// Constructor
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CGameEngineGL( );
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// Destructor
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~CGameEngineGL() { Shutdown(); }
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// Check if the game engine is initialized ok and ready for use
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bool BReadyForUse() { return m_bEngineReadyForUse; }
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// Check if the engine is shutting down
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bool BShuttingDown() { return m_bShuttingDown; }
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// Set the background color
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void SetBackgroundColor( short a, short r, short g, short b );
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// Start a frame, clear(), beginscene(), etc
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bool StartFrame();
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// Finish a frame, endscene(), present(), etc.
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void EndFrame();
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// Shutdown the game engine
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void Shutdown();
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// Pump messages from the OS
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void MessagePump();
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// Accessors for game screen size
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int32 GetViewportWidth() { return m_nWindowWidth; }
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int32 GetViewportHeight() { return m_nWindowHeight; }
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// Function for drawing text to the screen, dwFormat is a combination of flags like DT_LEFT, TEXTPOS_VCENTER etc...
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bool BDrawString( HGAMEFONT hFont, RECT rect, DWORD dwColor, DWORD dwFormat, const char *pchText );
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// Create a new font returning our internal handle value for it (0 means failure)
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HGAMEFONT HCreateFont( int nHeight, int nFontWeight, bool bItalic, const char * pchFont );
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// Create a new texture returning our internal handle value for it (0 means failure)
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HGAMETEXTURE HCreateTexture( byte *pRGBAData, uint32 uWidth, uint32 uHeight, ETEXTUREFORMAT eTextureFormat = eTextureFormat_RGBA );
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// update an existing texture
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bool UpdateTexture( HGAMETEXTURE texture, byte *pRGBAData, uint32 uWidth, uint32 uHeight, ETEXTUREFORMAT eTextureFormat );
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// Draw a line, the engine itself will manage batching these (although you can explicitly flush if you need to)
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bool BDrawLine( float xPos0, float yPos0, DWORD dwColor0, float xPos1, float yPos1, DWORD dwColor1 );
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// Flush the line buffer
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bool BFlushLineBuffer();
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// Draw a point, the engine itself will manage batching these (although you can explicitly flush if you need to)
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bool BDrawPoint( float xPos, float yPos, DWORD dwColor );
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// Flush the point buffer
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bool BFlushPointBuffer();
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// Draw a filled quad
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bool BDrawFilledRect( float xPos0, float yPos0, float xPos1, float yPos1, DWORD dwColor );
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// Draw a textured rectangle
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bool BDrawTexturedRect( float xPos0, float yPos0, float xPos1, float yPos1,
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float u0, float v0, float u1, float v1, DWORD dwColor, HGAMETEXTURE hTexture );
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// Draw a textured arbitrary quad
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bool BDrawTexturedQuad( float xPos0, float yPos0, float xPos1, float yPos1, float xPos2, float yPos2, float xPos3, float yPos3,
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float u0, float v0, float u1, float v1, DWORD dwColor, HGAMETEXTURE hTexture );
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// Flush any still cached quad buffers
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bool BFlushQuadBuffer();
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// Get the current state of a key
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bool BIsKeyDown( DWORD dwVK );
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// Get the first (in some arbitrary order) key down, if any
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bool BGetFirstKeyDown( DWORD *pdwVK );
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// Return true if there is an active Steam Controller
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bool BIsSteamInputDeviceActive( );
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// Find an active Steam controller
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void FindActiveSteamInputDevice( );
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// Get the current state of a controller action
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bool BIsControllerActionActive( ECONTROLLERDIGITALACTION dwAction );
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// Get the current state of a controller action
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void GetControllerAnalogAction( ECONTROLLERANALOGACTION dwAction, float *x, float *y );
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// Set the current Steam Controller Action set
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void SetSteamControllerActionSet( ECONTROLLERACTIONSET dwActionSet );
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// Set an Action Set Layer for Steam Input
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virtual void ActivateSteamControllerActionSetLayer( ECONTROLLERACTIONSET dwActionSet );
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virtual void DeactivateSteamControllerActionSetLayer( ECONTROLLERACTIONSET dwActionSet );
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// Returns whether a given action set layer is active
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virtual bool BIsActionSetLayerActive( ECONTROLLERACTIONSET dwActionSetLayer );
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// These calls return a string describing which controller button the action is currently bound to
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const char *GetTextStringForControllerOriginDigital( ECONTROLLERACTIONSET dwActionSet, ECONTROLLERDIGITALACTION dwDigitalAction );
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const char *GetTextStringForControllerOriginAnalog( ECONTROLLERACTIONSET dwActionSet, ECONTROLLERANALOGACTION dwDigitalAction );
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// Set the controller LED Color, if available
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void SetControllerColor( uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags );
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// Set the trigger effect on DualSense controllers
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void SetTriggerEffect( bool bEnabled );
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// Trigger a vibration on the controller, if available
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void TriggerControllerVibration( unsigned short nLeftSpeed, unsigned short nRightSpeed );
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// Trigger haptics on the specified pad of the controller, if available
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void TriggerControllerHaptics( ESteamControllerPad ePad, unsigned short usOnMicroSec, unsigned short usOffMicroSec, unsigned short usRepeat );
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// Initialize the Steam Controller interfaces
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void InitSteamInput( );
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// Called each frame to update the Steam Input interface
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void PollSteamInput();
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// Get current tick count for the game engine
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uint64 GetGameTickCount() { return m_ulGameTickCount; }
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// Get the tick count elapsed since the previous frame
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// bugbug - We use this time to compute things like thrust and acceleration in the game,
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// so it's important in doesn't jump ahead by large increments... Need a better
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// way to handle that.
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uint64 GetGameTicksFrameDelta() { return m_ulGameTickCount - m_ulPreviousGameTickCount; }
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// Tell the game engine to update current tick count
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void UpdateGameTickCount();
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// Tell the game engine to sleep for a bit if needed to limit frame rate
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bool BSleepForFrameRateLimit( uint32 ulMaxFrameRate );
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// Check if the game engine hwnd currently has focus (and a working d3d device)
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bool BGameEngineHasFocus() { return true; }
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// Voice chat functions
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virtual HGAMEVOICECHANNEL HCreateVoiceChannel();
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virtual void DestroyVoiceChannel( HGAMEVOICECHANNEL hChannel );
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virtual bool AddVoiceData( HGAMEVOICECHANNEL hChannel, const uint8 *pVoiceData, uint32 uLength );
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void AdjustViewport();
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// Initialize graphics
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bool BInitializeGraphics();
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// Initialize the debug font library
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bool BInitializeCellDbgFont();
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bool BInitializeAudio();
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void RunAudio();
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void UpdateKey( uint32_t vkKey, int nDown );
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// Tracks whether the engine is ready for use
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bool m_bEngineReadyForUse;
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// Tracks if we are shutting down
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bool m_bShuttingDown;
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// The SDL window
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SDL_Window *m_window;
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SDL_GLContext m_context;
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// Size of the window to display the game in
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int32 m_nWindowWidth;
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int32 m_nWindowHeight;
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// Current game time in milliseconds
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uint64 m_ulGameTickCount;
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// Game time at the start of the previous frame
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uint64 m_ulPreviousGameTickCount;
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// White texture used when drawing filled quads
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HGAMETEXTURE m_hTextureWhite;
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// Pointer to actual data for points
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GLfloat *m_rgflPointsData;
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GLubyte *m_rgflPointsColorData;
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// How many points are outstanding needing flush
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DWORD m_dwPointsToFlush;
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// Pointer to actual data for lines
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GLfloat *m_rgflLinesData;
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GLubyte *m_rgflLinesColorData;
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// How many lines are outstanding needing flush
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DWORD m_dwLinesToFlush;
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// Pointer to actual data for quads
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GLfloat *m_rgflQuadsData;
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GLubyte *m_rgflQuadsColorData;
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GLfloat *m_rgflQuadsTextureData;
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// How many lines are outstanding needing flush
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DWORD m_dwQuadsToFlush;
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// Map of font handles we have given out
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HGAMEFONT m_nNextFontHandle;
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std::map< HGAMEFONT, TTF_Font * > m_MapGameFonts;
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std::map< std::string, HGAMETEXTURE > m_MapStrings;
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// Map of handles to texture objects
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struct TextureData_t
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{
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uint32 m_uWidth;
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uint32 m_uHeight;
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GLuint m_uTextureID;
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};
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std::map<HGAMETEXTURE, TextureData_t> m_MapTextures;
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HGAMETEXTURE m_nNextTextureHandle;
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// Last bound texture, used to know when we must flush
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HGAMETEXTURE m_hLastTexture;
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// Map of button state, translated to VK for win32.
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std::set< DWORD > m_SetKeysDown;
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ALCcontext* m_palContext;
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ALCdevice* m_palDevice;
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// Map of voice handles
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std::map<HGAMEVOICECHANNEL, CVoiceContext* > m_MapVoiceChannel;
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uint32 m_unVoiceChannelCount;
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// An array of handles to Steam Controller events that player can bind to controls
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InputDigitalActionHandle_t m_ControllerDigitalActionHandles[eControllerDigitalAction_NumActions];
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// An array of handles to Steam Controller events that player can bind to controls
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InputAnalogActionHandle_t m_ControllerAnalogActionHandles[eControllerAnalogAction_NumActions];
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// An array of handles to different Steam Controller action set configurations
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InputActionSetHandle_t m_ControllerActionSetHandles[eControllerActionSet_NumSets];
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// A handle to the currently active Steam Controller.
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InputHandle_t m_ActiveControllerHandle;
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// Origins for all the Steam Input actions. The 'origin' is where the action is currently bound to,
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// ie 'jump' is currently bound to the Steam Controller 'A' button.
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EInputActionOrigin m_ControllerDigitalActionOrigins[eControllerDigitalAction_NumActions];
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EInputActionOrigin m_ControllerAnalogActionOrigins[eControllerDigitalAction_NumActions];
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static const char *pOriginStrings[k_EControllerActionOrigin_Count];
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};
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#endif // GAMEENGINESDL_H
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