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209 lines
5.8 KiB
C++
209 lines
5.8 KiB
C++
#ifndef ENGINE_H
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#define ENGINE_H
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#include <components/compiler/extensions.hpp>
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#include <components/files/collections.hpp>
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#include <components/translation/translation.hpp>
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#include <components/settings/settings.hpp>
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#include <osgViewer/Viewer>
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#include "mwbase/environment.hpp"
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#include "mwworld/ptr.hpp"
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namespace Resource
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{
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class ResourceSystem;
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}
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namespace VFS
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{
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class Manager;
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}
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namespace Compiler
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{
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class Context;
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}
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namespace MWScript
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{
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class ScriptManager;
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}
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namespace MWSound
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{
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class SoundManager;
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}
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namespace MWWorld
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{
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class World;
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}
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namespace MWGui
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{
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class WindowManager;
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}
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namespace Files
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{
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struct ConfigurationManager;
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}
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namespace osgViewer
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{
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class ScreenCaptureHandler;
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}
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struct SDL_Window;
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namespace OMW
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{
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/// \brief Main engine class, that brings together all the components of OpenMW
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class Engine
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{
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SDL_Window* mWindow;
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std::auto_ptr<VFS::Manager> mVFS;
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std::auto_ptr<Resource::ResourceSystem> mResourceSystem;
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MWBase::Environment mEnvironment;
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ToUTF8::FromType mEncoding;
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ToUTF8::Utf8Encoder* mEncoder;
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Files::PathContainer mDataDirs;
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std::vector<std::string> mArchives;
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boost::filesystem::path mResDir;
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osg::ref_ptr<osgViewer::Viewer> mViewer;
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osg::ref_ptr<osgViewer::ScreenCaptureHandler> mScreenCaptureHandler;
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std::string mCellName;
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std::vector<std::string> mContentFiles;
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bool mVerboseScripts;
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bool mSkipMenu;
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bool mUseSound;
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bool mCompileAll;
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bool mCompileAllDialogue;
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int mWarningsMode;
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std::string mFocusName;
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std::map<std::string,std::string> mFallbackMap;
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bool mScriptConsoleMode;
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std::string mStartupScript;
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int mActivationDistanceOverride;
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std::string mSaveGameFile;
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// Grab mouse?
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bool mGrab;
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bool mExportFonts;
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Compiler::Extensions mExtensions;
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Compiler::Context *mScriptContext;
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Files::Collections mFileCollections;
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bool mFSStrict;
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Translation::Storage mTranslationDataStorage;
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std::vector<std::string> mScriptBlacklist;
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bool mScriptBlacklistUse;
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bool mNewGame;
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osg::Timer_t mStartTick;
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// not implemented
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Engine (const Engine&);
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Engine& operator= (const Engine&);
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void executeLocalScripts();
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void frame (float dt);
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/// Load settings from various files, returns the path to the user settings file
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std::string loadSettings (Settings::Manager & settings);
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/// Prepare engine for game play
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void prepareEngine (Settings::Manager & settings);
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void createWindow(Settings::Manager& settings);
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void setWindowIcon();
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public:
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Engine(Files::ConfigurationManager& configurationManager);
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virtual ~Engine();
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/// Enable strict filesystem mode (do not fold case)
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///
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/// \attention The strict mode must be specified before any path-related settings
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/// are given to the engine.
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void enableFSStrict(bool fsStrict);
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/// Set data dirs
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void setDataDirs(const Files::PathContainer& dataDirs);
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/// Add BSA archive
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void addArchive(const std::string& archive);
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/// Set resource dir
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void setResourceDir(const boost::filesystem::path& parResDir);
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/// Set start cell name (only interiors for now)
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void setCell(const std::string& cellName);
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/**
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* @brief addContentFile - Adds content file (ie. esm/esp, or omwgame/omwaddon) to the content files container.
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* @param file - filename (extension is required)
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*/
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void addContentFile(const std::string& file);
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/// Enable or disable verbose script output
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void setScriptsVerbosity(bool scriptsVerbosity);
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/// Disable or enable all sounds
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void setSoundUsage(bool soundUsage);
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/// Skip main menu and go directly into the game
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///
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/// \param newGame Start a new game instead off dumping the player into the game
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/// (ignored if !skipMenu).
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void setSkipMenu (bool skipMenu, bool newGame);
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void setGrabMouse(bool grab) { mGrab = grab; }
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/// Initialise and enter main loop.
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void go();
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/// Compile all scripts (excludign dialogue scripts) at startup?
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void setCompileAll (bool all);
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/// Compile all dialogue scripts at startup?
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void setCompileAllDialogue (bool all);
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/// Font encoding
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void setEncoding(const ToUTF8::FromType& encoding);
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void setFallbackValues(std::map<std::string,std::string> map);
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/// Enable console-only script functionality
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void setScriptConsoleMode (bool enabled);
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/// Set path for a script that is run on startup in the console.
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void setStartupScript (const std::string& path);
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/// Override the game setting specified activation distance.
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void setActivationDistanceOverride (int distance);
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void setWarningsMode (int mode);
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void setScriptBlacklist (const std::vector<std::string>& list);
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void setScriptBlacklistUse (bool use);
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void enableFontExport(bool exportFonts);
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/// Set the save game file to load after initialising the engine.
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void setSaveGameFile(const std::string& savegame);
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private:
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Files::ConfigurationManager& mCfgMgr;
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};
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}
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#endif /* ENGINE_H */
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