openmw-tes3coop/game/main.cpp

100 lines
2.2 KiB
C++

#include <iostream>
#include "boost/program_options.hpp"
#include "esm_store/cell_store.hpp"
#include "bsa/bsa_archive.hpp"
#include "ogre/renderer.hpp"
#include "tools/fileops.hpp"
#include "mwrender/cell.hpp"
#include "mwrender/mwscene.hpp"
#include "mwinput/inputmanager.hpp"
using namespace std;
void maintest()
{
const char* esmFile = "data/Morrowind.esm";
const char* bsaFile = "data/Morrowind.bsa";
const char* plugCfg = "plugins.cfg";
cout << "Hello, fellow traveler!\n";
cout << "Initializing OGRE\n";
Render::OgreRenderer ogre;
ogre.configure(!isFile("ogre.cfg"), plugCfg, false);
cout << "Adding " << bsaFile << endl;
addBSA(bsaFile);
cout << "Loading ESM " << esmFile << "\n";
ESM::ESMReader esm;
ESMS::ESMStore store;
ESMS::CellStore cell;
// This parses the ESM file and loads a sample cell
esm.open(esmFile);
store.load(esm);
cell.loadInt("Beshara", store, esm);
// Create the window
ogre.createWindow("OpenMW");
cout << "\nSetting up cell rendering\n";
// Sets up camera, scene manager etc
MWRender::MWScene scene(ogre);
// This connects the cell data with the rendering scene.
MWRender::CellRender rend(cell, scene);
// Load the cell and insert it into the renderer
rend.show();
cout << "Setting up input system\n";
// Sets up the input system
MWInput::MWInputManager input(ogre);
cout << "\nStart! Press Q/ESC or close window to exit.\n";
// Start the main rendering loop
ogre.start();
cout << "\nThat's all for now!\n";
}
int main(int argc, char**argv)
{
try
{
boost::program_options::options_description desc (
"Syntax: openmw <options>\nAllowed options");
desc.add_options()
("help", "print help message");
boost::program_options::variables_map variables;
boost::program_options::store (
boost::program_options::parse_command_line (argc, argv, desc), variables);
boost::program_options::notify (variables);
if (variables.count ("help"))
{
std::cout << desc << std::endl;
}
else
{
maintest();
}
}
catch(exception &e)
{
cout << "\nERROR: " << e.what() << endl;
return 1;
}
return 0;
}