networking
This commit is contained in:
468
external/steamworks/steamworksexample/gameenginewin32.h
vendored
Normal file
468
external/steamworks/steamworksexample/gameenginewin32.h
vendored
Normal file
@@ -0,0 +1,468 @@
|
||||
//========= Copyright © 1996-2008, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose: Main class for the game engine -- win32 implementation
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
#ifndef GAMEENGINEWIN32_H
|
||||
#define GAMEENGINEWIN32_H
|
||||
|
||||
#include "GameEngine.h"
|
||||
#include <set>
|
||||
#include <map>
|
||||
|
||||
// How big is the vertex buffer for batching lines in total?
|
||||
// NOTE: This must be a multiple of the batch size below!!! (crashes will occur if it isn't)
|
||||
#define LINE_BUFFER_TOTAL_SIZE 1000
|
||||
|
||||
// How many lines do we put in the buffer in between flushes?
|
||||
//
|
||||
// This should be enough smaller than the total size so that draw calls
|
||||
// can finish using the data before we wrap around and discard it.
|
||||
#define LINE_BUFFER_BATCH_SIZE 250
|
||||
|
||||
// How big is the vertex buffer for batching points in total?
|
||||
// NOTE: This must be a multiple of the batch size below!!! (crashes will occur if it isn't)
|
||||
#define POINT_BUFFER_TOTAL_SIZE 1800
|
||||
|
||||
// How many points do we put in the buffer in between flushes?
|
||||
//
|
||||
// This should be enough smaller than the total size so that draw calls
|
||||
// can finish using the data before we wrap around and discard it.
|
||||
#define POINT_BUFFER_BATCH_SIZE 600
|
||||
|
||||
// How big is the vertex buffer for batching quads in total?
|
||||
// NOTE: This must be a multiple of the batch size below!!! (crashes will occur if it isn't)
|
||||
#define QUAD_BUFFER_TOTAL_SIZE 1000
|
||||
|
||||
// How many quads do we put in the buffer in between flushes?
|
||||
//
|
||||
// This should be enough smaller than the total size so that draw calls
|
||||
// can finish using the data before we wrap around and discard it.
|
||||
#define QUAD_BUFFER_BATCH_SIZE 250
|
||||
|
||||
|
||||
|
||||
// Vertex struct for line batches
|
||||
struct LineVertex_t
|
||||
{
|
||||
float x, y, z, rhw;
|
||||
DWORD color;
|
||||
};
|
||||
|
||||
|
||||
// Vertex struct for point batches
|
||||
struct PointVertex_t
|
||||
{
|
||||
float x, y, z, rhw;
|
||||
DWORD color;
|
||||
};
|
||||
|
||||
// Vertex struct for textured quads in pixel space
|
||||
struct TexturedQuadVertex_t
|
||||
{
|
||||
float x, y, z, rhw;
|
||||
DWORD color;
|
||||
float u, v; // texture coordinates
|
||||
};
|
||||
|
||||
// Vertex struct for textured quads in 3D space
|
||||
struct Textured3DQuadVertex_t
|
||||
{
|
||||
float x, y, z;
|
||||
DWORD color;
|
||||
float u, v; // texture coordinates
|
||||
};
|
||||
|
||||
class CVoiceContext;
|
||||
|
||||
// WndProc declaration
|
||||
LRESULT CALLBACK GameWndProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam );
|
||||
|
||||
class CGameEngineWin32 : public IGameEngine
|
||||
{
|
||||
public:
|
||||
|
||||
// Static methods for tracing mapping of game engine class instances to hwnds
|
||||
static CGameEngineWin32 * FindEngineInstanceForHWND( HWND hWnd );
|
||||
static void AddInstanceToHWNDMap( CGameEngineWin32* pInstance, HWND hWnd );
|
||||
static void RemoveInstanceFromHWNDMap( HWND hWnd );
|
||||
|
||||
// Constructor
|
||||
CGameEngineWin32( HINSTANCE hInstance, int nShowCommand, int32 nWindowWidth, int32 nWindowHeight );
|
||||
|
||||
// Destructor
|
||||
~CGameEngineWin32() { Shutdown(); }
|
||||
|
||||
// Check if the game engine is initialized ok and ready for use
|
||||
bool BReadyForUse() { return m_bEngineReadyForUse; }
|
||||
|
||||
// Check if the engine is shutting down
|
||||
bool BShuttingDown() { return m_bShuttingDown; }
|
||||
|
||||
// Set the background color
|
||||
void SetBackgroundColor( short a, short r, short g, short b );
|
||||
|
||||
// Start a frame, clear(), beginscene(), etc
|
||||
bool StartFrame();
|
||||
|
||||
// Finish a frame, endscene(), present(), etc.
|
||||
void EndFrame();
|
||||
|
||||
// Shutdown the game engine
|
||||
void Shutdown();
|
||||
|
||||
// Pump messages from the OS
|
||||
void MessagePump();
|
||||
|
||||
// Accessors for game screen size
|
||||
int32 GetViewportWidth() { return m_nViewportWidth; }
|
||||
int32 GetViewportHeight() { return m_nViewportHeight; }
|
||||
|
||||
// Function for drawing text to the screen, dwFormat is a combination of flags like DT_LEFT, DT_VCENTER etc...
|
||||
bool BDrawString( HGAMEFONT hFont, RECT rect, DWORD dwColor, DWORD dwFormat, const char *pchText );
|
||||
|
||||
// Create a new font returning our internal handle value for it (0 means failure)
|
||||
HGAMEFONT HCreateFont( int nHeight, int nFontWeight, bool bItalic, const char * pchFont );
|
||||
|
||||
// Create a new texture returning our internal handle value for it (0 means failure)
|
||||
HGAMETEXTURE HCreateTexture( byte *pRGBAData, uint32 uWidth, uint32 uHeight, ETEXTUREFORMAT eTextureFormat = eTextureFormat_RGBA );
|
||||
|
||||
// update an existing texture
|
||||
bool UpdateTexture( HGAMETEXTURE texture, byte *pRGBAData, uint32 uWidth, uint32 uHeight, ETEXTUREFORMAT eTextureFormat );
|
||||
|
||||
// Draw a line, the engine itself will manage batching these (although you can explicitly flush if you need to)
|
||||
bool BDrawLine( float xPos0, float yPos0, DWORD dwColor0, float xPos1, float yPos1, DWORD dwColor1 );
|
||||
|
||||
// Flush the line buffer
|
||||
bool BFlushLineBuffer();
|
||||
|
||||
// Draw a point, the engine itself will manage batching these (although you can explicitly flush if you need to)
|
||||
bool BDrawPoint( float xPos, float yPos, DWORD dwColor );
|
||||
|
||||
// Flush the point buffer
|
||||
bool BFlushPointBuffer();
|
||||
|
||||
// Draw a filled quad
|
||||
bool BDrawFilledRect( float xPos0, float yPos0, float xPos1, float yPos1, DWORD dwColor );
|
||||
|
||||
// Draw a textured rectangle
|
||||
bool BDrawTexturedRect( float xPos0, float yPos0, float xPos1, float yPos1,
|
||||
float u0, float v0, float u1, float v1, DWORD dwColor, HGAMETEXTURE hTexture );
|
||||
|
||||
// Draw a textured arbitrary quad
|
||||
bool BDrawTexturedQuad( float xPos0, float yPos0, float xPos1, float yPos1, float xPos2, float yPos2, float xPos3, float yPos3,
|
||||
float u0, float v0, float u1, float v1, DWORD dwColor, HGAMETEXTURE hTexture );
|
||||
|
||||
// Flush any still cached quad buffers
|
||||
bool BFlushQuadBuffer();
|
||||
|
||||
// Draw a textured rectangle with full 3D points
|
||||
bool BDraw3DTexturedQuad( Textured3DQuadVertex_t vert[4], HGAMETEXTURE hTexture );
|
||||
|
||||
// Flush any still cached quad buffers
|
||||
bool BFlush3DQuadBuffer();
|
||||
|
||||
// sets the texture as the 0th one to draw with
|
||||
bool BSetTexture( HGAMETEXTURE hTexture );
|
||||
|
||||
// sets the texture as a render target.
|
||||
bool BSetRenderTarget( HGAMETEXTURE hTexture );
|
||||
|
||||
// sets the render target back to the frame buffer
|
||||
bool BUnsetRenderTarget();
|
||||
|
||||
// make sure the texture is created on the device and ready to use
|
||||
bool BReadyTexture( HGAMETEXTURE hTexture );
|
||||
|
||||
// Get the current state of a key
|
||||
bool BIsKeyDown( DWORD dwVK );
|
||||
|
||||
// Get the first (in some arbitrary order) key down, if any
|
||||
bool BGetFirstKeyDown( DWORD *pdwVK );
|
||||
|
||||
// Return true if there is an active Steam Controller
|
||||
bool BIsSteamInputDeviceActive( );
|
||||
|
||||
// Find an active Steam controller
|
||||
void FindActiveSteamInputDevice( );
|
||||
|
||||
// Get the current state of a controller action
|
||||
bool BIsControllerActionActive( ECONTROLLERDIGITALACTION dwAction );
|
||||
|
||||
// Get the current state of a controller action
|
||||
void GetControllerAnalogAction( ECONTROLLERANALOGACTION dwAction, float *x, float *y );
|
||||
|
||||
// Set the current Steam Controller Action set
|
||||
void SetSteamControllerActionSet( ECONTROLLERACTIONSET dwActionSet );
|
||||
|
||||
// Set an Action Set Layer for Steam Input
|
||||
virtual void ActivateSteamControllerActionSetLayer( ECONTROLLERACTIONSET dwActionSet );
|
||||
virtual void DeactivateSteamControllerActionSetLayer( ECONTROLLERACTIONSET dwActionSet );
|
||||
|
||||
// Returns whether a given action set layer is active
|
||||
virtual bool BIsActionSetLayerActive( ECONTROLLERACTIONSET dwActionSetLayer );
|
||||
|
||||
// These calls return a string describing which controller button the action is currently bound to
|
||||
const char *GetTextStringForControllerOriginDigital( ECONTROLLERACTIONSET dwActionSet, ECONTROLLERDIGITALACTION dwDigitalAction );
|
||||
const char *GetTextStringForControllerOriginAnalog( ECONTROLLERACTIONSET dwActionSet, ECONTROLLERANALOGACTION dwDigitalAction );
|
||||
|
||||
// Set the controller LED Color, if available
|
||||
void SetControllerColor( uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags );
|
||||
|
||||
// Set the trigger effect on DualSense controllers
|
||||
void SetTriggerEffect( bool bEnabled );
|
||||
|
||||
// Trigger a vibration on the controller, if available
|
||||
void TriggerControllerVibration( unsigned short nLeftSpeed, unsigned short nRightSpeed );
|
||||
|
||||
// Trigger haptics on the specified pad of the controller, if available
|
||||
void TriggerControllerHaptics( ESteamControllerPad ePad, unsigned short usOnMicroSec, unsigned short usOffMicroSec, unsigned short usRepeat );
|
||||
|
||||
// Initialize the Steam Controller interfaces
|
||||
void InitSteamInput( );
|
||||
|
||||
// Called each frame to update the Steam Controller interface
|
||||
void PollSteamInput();
|
||||
|
||||
// Get current tick count for the game engine
|
||||
uint64 GetGameTickCount() { return m_ulGameTickCount; }
|
||||
|
||||
// Get the tick count elapsed since the previous frame
|
||||
// bugbug - We use this time to compute things like thrust and acceleration in the game,
|
||||
// so it's important in doesn't jump ahead by large increments... Need a better
|
||||
// way to handle that.
|
||||
uint64 GetGameTicksFrameDelta() { return m_ulGameTickCount - m_ulPreviousGameTickCount; }
|
||||
|
||||
// Tell the game engine to update current tick count
|
||||
void UpdateGameTickCount();
|
||||
|
||||
// Tell the game engine to sleep for a bit if needed to limit frame rate
|
||||
bool BSleepForFrameRateLimit( uint32 ulMaxFrameRate );
|
||||
|
||||
// Check if the game engine hwnd currently has focus (and a working d3d device)
|
||||
bool BGameEngineHasFocus() { return ::GetForegroundWindow() == m_hWnd && !m_bDeviceLost; }
|
||||
|
||||
// voice chat sound engine
|
||||
virtual HGAMEVOICECHANNEL HCreateVoiceChannel();
|
||||
virtual void DestroyVoiceChannel( HGAMEVOICECHANNEL hChannel );
|
||||
virtual bool AddVoiceData( HGAMEVOICECHANNEL hChannel, const uint8 *pVoiceData, uint32 uLength );
|
||||
|
||||
// Track the state of keyboard input (these are public, but not part of the public interface)
|
||||
void RecordKeyDown( DWORD dwVK );
|
||||
void RecordKeyUp( DWORD dwVK );
|
||||
|
||||
private:
|
||||
|
||||
// Creates the hwnd for the game
|
||||
bool BCreateGameWindow( int nShowCommand );
|
||||
|
||||
// Initializes D3D for the game
|
||||
bool BInitializeD3D9();
|
||||
|
||||
// Resets all the render, texture, and sampler states to our defaults
|
||||
void ResetRenderStates();
|
||||
|
||||
// Create a new vertex buffer returning our internal handle for it (0 means failure)
|
||||
HGAMEVERTBUF HCreateVertexBuffer( uint32 nSizeInBytes, DWORD dwUsage, DWORD dwFVF );
|
||||
|
||||
// Lock an entire vertex buffer with the specified flags
|
||||
bool BLockEntireVertexBuffer( HGAMEVERTBUF hVertBuf, void **ppVoid, DWORD dwFlags );
|
||||
|
||||
// Unlock a vertex buffer
|
||||
bool BUnlockVertexBuffer( HGAMEVERTBUF hVertBuf );
|
||||
|
||||
// Release a vertex buffer and free its resources
|
||||
bool BReleaseVertexBuffer( HGAMEVERTBUF hVertBuf );
|
||||
|
||||
// Set steam source
|
||||
bool BSetStreamSource( HGAMEVERTBUF hVertBuf, uint32 uOffset, uint32 uStride );
|
||||
|
||||
// Render primitives out of the current stream source
|
||||
bool BRenderPrimitive( D3DPRIMITIVETYPE primType, uint32 uStartVertex, uint32 uCount );
|
||||
|
||||
// Set vertex format
|
||||
bool BSetFVF( DWORD dwFormat );
|
||||
|
||||
// Handle losing the d3d device (ie, release resources)
|
||||
bool BHandleLostDevice();
|
||||
|
||||
// Handle reseting the d3d device (ie, acquire resources again)
|
||||
bool BHandleResetDevice();
|
||||
|
||||
private:
|
||||
// Tracks whether the engine is ready for use
|
||||
bool m_bEngineReadyForUse;
|
||||
|
||||
// Tracks if we are shutting down
|
||||
bool m_bShuttingDown;
|
||||
|
||||
// Color we clear the background of the window to each frame
|
||||
DWORD m_dwBackgroundColor;
|
||||
|
||||
// HInstance for the application running the engine
|
||||
HINSTANCE m_hInstance;
|
||||
|
||||
// HWND for the engine instance
|
||||
HWND m_hWnd;
|
||||
|
||||
// IDirect3D9 interface
|
||||
IDirect3D9 *m_pD3D9Interface;
|
||||
|
||||
// IDirect3DDevice9 interface
|
||||
IDirect3DDevice9 *m_pD3D9Device;
|
||||
|
||||
// Depth/stencil surface associated with the back buffer
|
||||
IDirect3DSurface9 *m_pBackbufferDepth;
|
||||
|
||||
// Size of the window to display the game in
|
||||
int32 m_nWindowWidth;
|
||||
int32 m_nWindowHeight;
|
||||
|
||||
// Size of actual d3d viewport (window size minus borders, title, etc)
|
||||
int32 m_nViewportWidth;
|
||||
int32 m_nViewportHeight;
|
||||
|
||||
// Next font handle value to give out
|
||||
HGAMEFONT m_nNextFontHandle;
|
||||
|
||||
// Map of font handles to font objects
|
||||
std::map<HGAMEFONT, ID3DXFont *> m_MapFontInstances;
|
||||
|
||||
// Next vertex buffer handle value to give out
|
||||
HGAMEVERTBUF m_nNextVertBufferHandle;
|
||||
|
||||
// Map of handles to vertex buffer objects
|
||||
struct VertBufData_t
|
||||
{
|
||||
bool m_bIsLocked;
|
||||
IDirect3DVertexBuffer9 * m_pBuffer;
|
||||
};
|
||||
std::map<HGAMEVERTBUF, VertBufData_t> m_MapVertexBuffers;
|
||||
|
||||
HGAMETEXTURE m_nNextTextureHandle;
|
||||
|
||||
// Map of handles to texture objects
|
||||
struct TextureData_t
|
||||
{
|
||||
byte *m_pRGBAData; // We keep a copy of the raw data so we can rebuild textures after a device is lost
|
||||
uint32 m_uWidth;
|
||||
uint32 m_uHeight;
|
||||
LPDIRECT3DTEXTURE9 m_pTexture;
|
||||
LPDIRECT3DSURFACE9 m_pDepthSurface; // render targets only
|
||||
D3DFORMAT m_eFormat; // format for the texture on the card itself
|
||||
ETEXTUREFORMAT m_eTextureFormat; // format of the data you provide
|
||||
};
|
||||
std::map<HGAMETEXTURE, TextureData_t> m_MapTextures;
|
||||
|
||||
// Vertex buffer for textured quads
|
||||
HGAMEVERTBUF m_hQuadBuffer;
|
||||
|
||||
// Last texture used in drawing a batched quad
|
||||
HGAMETEXTURE m_hLastTexture;
|
||||
|
||||
// Pointer to quad vertex data
|
||||
TexturedQuadVertex_t *m_pQuadVertexes;
|
||||
|
||||
// How many quads are awaiting flushing
|
||||
DWORD m_dwQuadsToFlush;
|
||||
|
||||
// Where does the current batch begin
|
||||
DWORD m_dwQuadBufferBatchPos;
|
||||
|
||||
// Vertex buffer for textured quads
|
||||
HGAMEVERTBUF m_h3DQuadBuffer;
|
||||
|
||||
// Last texture used in drawing a batched quad
|
||||
HGAMETEXTURE m_h3DLastTexture;
|
||||
|
||||
// Pointer to quad 3D vertex data
|
||||
Textured3DQuadVertex_t *m_p3DQuadVertexes;
|
||||
|
||||
// How many 3D quads are awaiting flushing
|
||||
DWORD m_dw3DQuadsToFlush;
|
||||
|
||||
// Where does the current 3D batch begin
|
||||
DWORD m_dw3DQuadBufferBatchPos;
|
||||
|
||||
// White texture used when drawing filled quads
|
||||
HGAMETEXTURE m_hTextureWhite;
|
||||
|
||||
// Currently set FVF format
|
||||
DWORD m_dwCurrentFVF;
|
||||
|
||||
// Map of key state
|
||||
std::set<DWORD> m_SetKeysDown;
|
||||
|
||||
// Current game time in milliseconds
|
||||
uint64 m_ulGameTickCount;
|
||||
|
||||
// Game time at the start of the previous frame
|
||||
uint64 m_ulPreviousGameTickCount;
|
||||
|
||||
// Divisor for turning QPC values to milliseconds
|
||||
uint64 m_ulPerfCounterToMillisecondsDivisor;
|
||||
|
||||
// First value for QPC when we started the process
|
||||
uint64 m_ulFirstQueryPerformanceCounterValue;
|
||||
|
||||
// Map of engine instances by HWND, used in wndproc to find engine instance for messages
|
||||
static std::map<HWND, CGameEngineWin32 *> m_MapEngineInstances;
|
||||
|
||||
// Internal vertex buffer for batching line drawing
|
||||
HGAMEVERTBUF m_hLineBuffer;
|
||||
|
||||
// Pointer to actual line buffer memory (valid only while locked)
|
||||
LineVertex_t *m_pLineVertexes;
|
||||
|
||||
// Track how many lines are awaiting flushing in our line buffer
|
||||
DWORD m_dwLinesToFlush;
|
||||
|
||||
// Track where the current batch starts in the vert buffer
|
||||
DWORD m_dwLineBufferBatchPos;
|
||||
|
||||
// Internal vertex buffer for batching point drawing
|
||||
HGAMEVERTBUF m_hPointBuffer;
|
||||
|
||||
// Pointer to actual point buffer memory (valid only while locked)
|
||||
PointVertex_t *m_pPointVertexes;
|
||||
|
||||
// Track how many points are awaiting flushing in our line buffer
|
||||
DWORD m_dwPointsToFlush;
|
||||
|
||||
// Track where the current batch starts in the vert buffer
|
||||
DWORD m_dwPointBufferBatchPos;
|
||||
|
||||
// Track if we have lost the d3d device
|
||||
bool m_bDeviceLost;
|
||||
|
||||
// Presentation parameters, saved in case of lost device needing reset
|
||||
D3DPRESENT_PARAMETERS m_d3dpp;
|
||||
|
||||
IXAudio2* m_pXAudio2;
|
||||
IXAudio2MasteringVoice* m_pMasteringVoice;
|
||||
|
||||
// Map of font handles to font objects
|
||||
std::map<HGAMEVOICECHANNEL, CVoiceContext* > m_MapVoiceChannel;
|
||||
uint32 m_unVoiceChannelCount;
|
||||
|
||||
// An array of handles to Steam Controller events that player can bind to controls
|
||||
InputDigitalActionHandle_t m_ControllerDigitalActionHandles[eControllerDigitalAction_NumActions];
|
||||
|
||||
// An array of handles to Steam Controller events that player can bind to controls
|
||||
InputAnalogActionHandle_t m_ControllerAnalogActionHandles[eControllerAnalogAction_NumActions];
|
||||
|
||||
// An array of handles to different Steam Controller action set configurations
|
||||
InputActionSetHandle_t m_ControllerActionSetHandles[eControllerActionSet_NumSets];
|
||||
|
||||
// A handle to the currently active Steam Controller.
|
||||
InputHandle_t m_ActiveControllerHandle;
|
||||
|
||||
// Origins for all the Steam Input actions. The 'origin' is where the action is currently bound to,
|
||||
// ie 'jump' is currently bound to the Steam Controller 'A' button.
|
||||
EInputActionOrigin m_ControllerDigitalActionOrigins[eControllerDigitalAction_NumActions];
|
||||
EInputActionOrigin m_ControllerAnalogActionOrigins[eControllerDigitalAction_NumActions];
|
||||
};
|
||||
|
||||
#endif // GAMEENGINEWIN32_H
|
||||
Reference in New Issue
Block a user