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openmw-tes3mp/apps/openmw/engine.hpp

197 lines
5.5 KiB
C++

#ifndef ENGINE_H
#define ENGINE_H
#include <OgreFrameListener.h>
#include <components/compiler/extensions.hpp>
#include <components/files/collections.hpp>
#include <components/translation/translation.hpp>
#include <components/settings/settings.hpp>
#include "mwbase/environment.hpp"
#include "mwworld/ptr.hpp"
namespace Compiler
{
class Context;
}
namespace MWScript
{
class ScriptManager;
}
namespace MWSound
{
class SoundManager;
}
namespace MWWorld
{
class World;
}
namespace MWGui
{
class WindowManager;
}
namespace OEngine
{
namespace GUI
{
class MyGUIManager;
}
namespace Render
{
class OgreRenderer;
}
}
namespace Files
{
struct ConfigurationManager;
}
namespace OMW
{
/// \brief Main engine class, that brings together all the components of OpenMW
class Engine : private Ogre::FrameListener
{
MWBase::Environment mEnvironment;
ToUTF8::FromType mEncoding;
ToUTF8::Utf8Encoder* mEncoder;
Files::PathContainer mDataDirs;
std::vector<std::string> mArchives;
boost::filesystem::path mResDir;
OEngine::Render::OgreRenderer *mOgre;
std::string mCellName;
std::vector<std::string> mMaster;
std::vector<std::string> mPlugins;
int mFpsLevel;
bool mDebug;
bool mVerboseScripts;
bool mNewGame;
bool mUseSound;
bool mCompileAll;
std::string mFocusName;
std::map<std::string,std::string> mFallbackMap;
bool mScriptConsoleMode;
std::string mStartupScript;
int mActivationDistanceOverride;
Compiler::Extensions mExtensions;
Compiler::Context *mScriptContext;
Files::Collections mFileCollections;
bool mFSStrict;
Translation::Storage mTranslationDataStorage;
// not implemented
Engine (const Engine&);
Engine& operator= (const Engine&);
/// add resources directory
/// \note This function works recursively.
void addResourcesDirectory (const boost::filesystem::path& path);
/// add a .zip resource
void addZipResource (const boost::filesystem::path& path);
/// Load BSA files
void loadBSA();
void executeLocalScripts();
virtual bool frameRenderingQueued (const Ogre::FrameEvent& evt);
virtual bool frameStarted (const Ogre::FrameEvent& evt);
/// Load settings from various files, returns the path to the user settings file
std::string loadSettings (Settings::Manager & settings);
/// Prepare engine for game play
void prepareEngine (Settings::Manager & settings);
public:
Engine(Files::ConfigurationManager& configurationManager);
virtual ~Engine();
/// Enable strict filesystem mode (do not fold case)
///
/// \attention The strict mode must be specified before any path-related settings
/// are given to the engine.
void enableFSStrict(bool fsStrict);
/// Set data dirs
void setDataDirs(const Files::PathContainer& dataDirs);
/// Add BSA archive
void addArchive(const std::string& archive);
/// Set resource dir
void setResourceDir(const boost::filesystem::path& parResDir);
/// Set start cell name (only interiors for now)
void setCell(const std::string& cellName);
/// Set master file (esm)
/// - If the given name does not have an extension, ".esm" is added automatically
void addMaster(const std::string& master);
/// Same as "addMaster", but for plugin files (esp)
/// - If the given name does not have an extension, ".esp" is added automatically
void addPlugin(const std::string& plugin);
/// Enable fps counter
void showFPS(int level);
/// Enable debug mode:
/// - non-exclusive input
void setDebugMode(bool debugMode);
/// Enable or disable verbose script output
void setScriptsVerbosity(bool scriptsVerbosity);
/// Disable or enable all sounds
void setSoundUsage(bool soundUsage);
/// Start as a new game.
void setNewGame(bool newGame);
/// Initialise and enter main loop.
void go();
/// Activate the focussed object.
void activate();
/// Write screenshot to file.
void screenshot();
/// Compile all scripts (excludign dialogue scripts) at startup?
void setCompileAll (bool all);
/// Font encoding
void setEncoding(const ToUTF8::FromType& encoding);
void setAnimationVerbose(bool animverbose);
void setFallbackValues(std::map<std::string,std::string> map);
/// Enable console-only script functionality
void setScriptConsoleMode (bool enabled);
/// Set path for a script that is run on startup in the console.
void setStartupScript (const std::string& path);
/// Override the game setting specified activation distance.
void setActivationDistanceOverride (int distance);
private:
Files::ConfigurationManager& mCfgMgr;
};
}
#endif /* ENGINE_H */