//========= Copyright � 1996-2008, Valve LLC, All rights reserved. ============ // // Purpose: Main class for the game engine -- osx implementation // // $NoKeywords: $ //============================================================================= #ifndef GAMEENGINEOSX_H #define GAMEENGINEOSX_H #ifdef __OBJC__ #define OBJC_ENABLED 1 #else #define OBJC_ENABLED 0 #endif typedef unsigned char byte; #include "steam/steam_api.h" #include "GameEngine.h" #include #include #include #include #include #include // 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 #ifndef DX9MODE #define DX9MODE 0 // change to 1 to turn on the DX9 mode #endif #if DX9MODE #include "../glmgr/dxabstract.h" class CShowPixelsParams { public: GLuint m_srcTexName; int m_width,m_height; }; // 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 struct TexturedQuadVertex_t { float x, y, z, rhw; DWORD color; float u, v; // texture coordinates }; #endif class CVoiceContext; class CGameEngineGL : public IGameEngine { public: // Constructor CGameEngineGL(); // Destructor ~CGameEngineGL() { 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_nWindowWidth; } int32 GetViewportHeight() { return m_nWindowHeight; } // Function for drawing text to the screen, dwFormat is a combination of flags like DT_LEFT, TEXTPOS_VCENTER etc... // on OSX client with DX9MODE=1, the HGAMEFONT is a texture with the glyphs in a 16x16 grid (see "g_glmDebugFontMap" in glmgrbasics.cpp) 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(); // 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 Input device bool BIsSteamInputDeviceActive( ); // Find the active device 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 Input interface void InitSteamInput( ); // Called each frame to update the Steam Input 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 true; } // Voice chat functions virtual HGAMEVOICECHANNEL HCreateVoiceChannel(); virtual void DestroyVoiceChannel( HGAMEVOICECHANNEL hChannel ); virtual bool AddVoiceData( HGAMEVOICECHANNEL hChannel, const uint8 *pVoiceData, uint32 uLength ); #if DX9MODE #else void AdjustViewport(); #endif // Initialize graphics in either GL or DX9 form bool BInitializeGraphics(); // Initialize the debug font library bool BInitializeCellDbgFont(); bool BInitializeAudio(); void RunAudio(); void UpdateKey( uint32_t vkKey, int nDown ); // Tracks whether the engine is ready for use bool m_bEngineReadyForUse; // Tracks if we are shutting down bool m_bShuttingDown; // Size of the window to display the game in int32 m_nWindowWidth; int32 m_nWindowHeight; // Current game time in milliseconds uint64 m_ulGameTickCount; // Game time at the start of the previous frame uint64 m_ulPreviousGameTickCount; #if DX9MODE // Windows code transplants-------------------------------------------------------- // 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 vertex decl bool BSetVertexDeclaration( IDirect3DVertexDeclaration9 *decl ); // Set stream source bool BSetStreamSource( uint streamNumber, HGAMEVERTBUF hVertBuf, uint32 uOffset, uint32 uStride ); // Set shaders bool BSetShaders( IDirect3DVertexShader9 *vsh, IDirect3DPixelShader9 *psh ); // Render primitives out of the current stream source bool BRenderPrimitive( D3DPRIMITIVETYPE primType, uint32 uStartVertex, uint32 uCount ); bool BUberRenderPrimitive( IDirect3DVertexShader9 *vsh, IDirect3DPixelShader9 *psh, IDirect3DVertexDeclaration9 *decl, uint streamNumber, HGAMEVERTBUF hVertBuf, uint32 uOffset, uint32 uStride, D3DPRIMITIVETYPE primType, uint32 uStartVertex, uint32 uCount ); // fake hwnd is a WindowRef ( = [m_window windowRef] ) void *m_hwnd; // IDirect3D9 interface IDirect3D9 *m_pD3D9Interface; // IDirect3DDevice9 interface IDirect3DDevice9 *m_pD3D9Device; // Presentation parameters - device resets don't happen on OS X, but just for commonality with windows code D3DPRESENT_PARAMETERS m_d3dpp; // vertex declarations - one per vertex layout used IDirect3DVertexDeclaration9 *m_decl_P4C1; // aka D3DFVF_XYZRHW | D3DFVF_DIFFUSE // (4 floats pos, one ubyte4 color) - 20 bytes / vert IDirect3DVertexDeclaration9 *m_decl_P4C1T2; // aka D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1 // (4 floats pos, one ubyte4 color, 2 floats texc) - 28 bytes / vert // vertex and pixel shaders - one per vertex layout IDirect3DVertexShader9 *m_vsh_P4C1; IDirect3DVertexShader9 *m_vsh_P4C1T2; IDirect3DPixelShader9 *m_psh_P4C1; IDirect3DPixelShader9 *m_psh_P4C1T2; // Color we clear the background of the window to each frame DWORD m_dwBackgroundColor; // 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 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; }; std::map m_MapTextures; // 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; // 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; // White texture used when drawing filled quads HGAMETEXTURE m_hTextureWhite; // font stuff HGAMEFONT m_nNextFontHandle; std::map< HGAMEFONT, HGAMETEXTURE > m_MapGameFonts; //CocoaMgr transplants------------------------------------------------------------- GLMDisplayDB *GetDisplayDB ( void ); void GetRendererInfo ( GLMRendererInfoFields *rendInfoOut ); PseudoNSGLContextPtr GetNSGLContextForWindow( void* windowref ); void RenderedSize ( uint &width, uint &height, bool set ); // either set or retrieve rendered size value (from dxabstract) void DisplayedSize ( uint &width, uint &height ); // query backbuffer size (window size whether FS or windowed) void ShowPixels ( CShowPixelsParams *params ); // present GLMDisplayDB *m_displayDB; #else // White texture used when drawing filled quads HGAMETEXTURE m_hTextureWhite; // Pointer to actual data for points GLfloat *m_rgflPointsData; GLubyte *m_rgflPointsColorData; // How many points are outstanding needing flush DWORD m_dwPointsToFlush; // Pointer to actual data for lines GLfloat *m_rgflLinesData; GLubyte *m_rgflLinesColorData; // How many lines are outstanding needing flush DWORD m_dwLinesToFlush; // Pointer to actual data for quads GLfloat *m_rgflQuadsData; GLubyte *m_rgflQuadsColorData; GLfloat *m_rgflQuadsTextureData; // How many lines are outstanding needing flush DWORD m_dwQuadsToFlush; // Map of font handles we have given out HGAMEFONT m_nNextFontHandle; std::map< HGAMEFONT, void* > m_MapGameFonts; // Map of handles to texture objects struct TextureData_t { uint32 m_uWidth; uint32 m_uHeight; GLuint m_uTextureID; }; std::map m_MapTextures; HGAMETEXTURE m_nNextTextureHandle; // Last bound texture, used to know when we must flush HGAMETEXTURE m_hLastTexture; #endif // Map of button state, translated to VK for win32. std::set< DWORD > m_SetKeysDown; ALCcontext* m_palContext; ALCdevice* m_palDevice; // Map of voice handles std::map m_MapVoiceChannel; uint32 m_unVoiceChannelCount; #if OBJC_ENABLED // any objective-c members go at the end of the class in a block // they are invisible to callers in pure C++ files // that also means callers in pure C++ files must not try to instantiate or destroy this type of object #if DX9MODE #else std::map< std::string, GLString * > m_MapStrings; #endif NSOpenGLView *m_view; NSWindow *m_window; #endif // 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 // GAMEENGINEOSX_H