236 lines
7.5 KiB
C++
236 lines
7.5 KiB
C++
//========= Copyright © 1996-2008, Valve LLC, All rights reserved. ============
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//
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// Purpose: Main class for the game engine -- ps3 implementation
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//
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// $NoKeywords: $
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//=============================================================================
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#ifndef GAMEENGINEPS3_H
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#define GAMEENGINEPS3_H
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#include "GameEngine.h"
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#include <set>
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#include <map>
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// Font info for PS3 dbg font output
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struct PS3DbgFont_t
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{
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float m_nScale;
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};
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class CVoiceContext;
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class CGameEnginePS3 : public IGameEngine, public ISteamPS3OverlayRenderHost
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{
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public:
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// Static methods for tracing mapping of game engine class instances to hwnds
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static CGameEnginePS3 * FindEngineInstanceForPtr( void *ptr );
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static void AddInstanceToPtrMap( CGameEnginePS3* pInstance );
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static void RemoveInstanceFromPtrMap( void *ptr );
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// Constructor
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CGameEnginePS3();
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// Destructor
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~CGameEnginePS3() { 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 );
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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 BDrawFilledQuad( float xPos0, float yPos0, float xPos1, float yPos1, DWORD dwColor );
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// Draw a textured rectangle
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bool BDrawTexturedQuad( 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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// 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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// 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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// ISteamPS3OverlayRenderHost implementation
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virtual void DrawTexturedRect( int x0, int y0, int x1, int y1, float u0, float v0, float u1, float v1, int32 iTextureID, DWORD colorStart, DWORD colorEnd, EOverlayGradientDirection eDirection );
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virtual void LoadOrUpdateTexture( int32 iTextureID, bool bIsFullTexture, int x0, int y0, uint32 uWidth, uint32 uHeight, int32 iBytes, char *pData );
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virtual void DeleteTexture( int32 iTextureID );
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virtual void DeleteAllTextures();
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private:
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// Draw a textured rectangle
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bool BDrawTexturedGradientQuad( float xPos0, float yPos0, float xPos1, float yPos1,
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float u0, float v0, float u1, float v1,
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DWORD dwColorTopLeft, DWORD dwColorTopRight, DWORD dwColorBottomLeft, DWORD dwColorBottomRight, HGAMETEXTURE hTexture );
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// Initialize the PSGL rendering interfaces and default state
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bool BInitializePSGL();
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// Initialize the debug font library
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bool BInitializeCellDbgFont();
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// Initialize libpad for controller input
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bool BInitializeLibPad();
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bool BInitializeAudio();
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void RunAudio();
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private:
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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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// 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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// PSGL and CellDbgFont objects
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PSGLcontext * m_pPSGLContext;
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PSGLdevice * m_pPSGLDevice;
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CellDbgFontConsoleId m_DbgFontConsoleID;
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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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// Currently active PS3 pad index to use for input
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int m_iCurrentPadIndex;
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// Map of engine instances by ptr, used in ps3 sys callbacks to find engine instance to handle callback
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static std::map<void *, CGameEnginePS3 *> m_MapEngineInstances;
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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, PS3DbgFont_t > m_MapGameFonts;
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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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// 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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// Map of Steam texture ids to our engine texture handles
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std::map< int, HGAMETEXTURE> m_MapSteamTextures;
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};
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#endif // GAMEENGINEPS3_H
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