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openmw-tes3mp/apps/openmw/engine.cpp
scrawl 29556a1802 More consistent wording of errors/warnings
A Warning indicates a potential problem in the content file(s) that the user told OpenMW to load. E.g. this might cause an object to not display at all or as intended, however the rest of the game will run fine.

An Error, however, is more likely to be a bug with the engine itself - it means that basic assumptions have been violated and the engine might not run correctly anymore.

The above mostly applies to errors/warnings during game-play; startup issues are handled differently: when a file is completely invalid/corrupted to the point that the engine can not start, that might cause messages that are worded as Error due to the severity of the issue but are not necessarily the engine's fault.

Hopefully, being a little more consistent here will alleviate confusion among users as to when a log message should be reported and to whom.
2017-03-04 21:48:31 +01:00

798 lines
27 KiB
C++

#include "engine.hpp"
#include <stdexcept>
#include <iomanip>
#include <boost/filesystem/fstream.hpp>
#include <osgViewer/ViewerEventHandlers>
#include <osgDB/ReadFile>
#include <osgDB/WriteFile>
#include <SDL.h>
#include <components/misc/rng.hpp>
#include <components/vfs/manager.hpp>
#include <components/vfs/registerarchives.hpp>
#include <components/sdlutil/sdlgraphicswindow.hpp>
#include <components/sdlutil/imagetosurface.hpp>
#include <components/resource/resourcesystem.hpp>
#include <components/resource/scenemanager.hpp>
#include <components/resource/stats.hpp>
#include <components/compiler/extensions0.hpp>
#include <components/sceneutil/workqueue.hpp>
#include <components/files/configurationmanager.hpp>
#include <components/translation/translation.hpp>
#include <components/version/version.hpp>
#include "mwinput/inputmanagerimp.hpp"
#include "mwgui/windowmanagerimp.hpp"
#include "mwscript/scriptmanagerimp.hpp"
#include "mwscript/extensions.hpp"
#include "mwscript/interpretercontext.hpp"
#include "mwsound/soundmanagerimp.hpp"
#include "mwworld/class.hpp"
#include "mwworld/player.hpp"
#include "mwworld/worldimp.hpp"
#include "mwrender/vismask.hpp"
#include "mwclass/classes.hpp"
#include "mwdialogue/dialoguemanagerimp.hpp"
#include "mwdialogue/journalimp.hpp"
#include "mwdialogue/scripttest.hpp"
#include "mwmechanics/mechanicsmanagerimp.hpp"
#include "mwstate/statemanagerimp.hpp"
namespace
{
void checkSDLError(int ret)
{
if (ret != 0)
std::cerr << "SDL error: " << SDL_GetError() << std::endl;
}
}
void OMW::Engine::executeLocalScripts()
{
MWWorld::LocalScripts& localScripts = mEnvironment.getWorld()->getLocalScripts();
localScripts.startIteration();
std::pair<std::string, MWWorld::Ptr> script;
while (localScripts.getNext(script))
{
MWScript::InterpreterContext interpreterContext (
&script.second.getRefData().getLocals(), script.second);
mEnvironment.getScriptManager()->run (script.first, interpreterContext);
}
}
void OMW::Engine::frame(float frametime)
{
try
{
mStartTick = mViewer->getStartTick();
mEnvironment.setFrameDuration (frametime);
// update input
mEnvironment.getInputManager()->update(frametime, false);
// When the window is minimized, pause the game. Currently this *has* to be here to work around a MyGUI bug.
// If we are not currently rendering, then RenderItems will not be reused resulting in a memory leak upon changing widget textures (fixed in MyGUI 3.3.2),
// and destroyed widgets will not be deleted (not fixed yet, https://github.com/MyGUI/mygui/issues/21)
if (!mEnvironment.getInputManager()->isWindowVisible())
return;
// sound
if (mUseSound)
mEnvironment.getSoundManager()->update(frametime);
// Main menu opened? Then scripts are also paused.
bool paused = mEnvironment.getWindowManager()->containsMode(MWGui::GM_MainMenu);
// update game state
mEnvironment.getStateManager()->update (frametime);
bool guiActive = mEnvironment.getWindowManager()->isGuiMode();
osg::Timer_t beforeScriptTick = osg::Timer::instance()->tick();
if (mEnvironment.getStateManager()->getState()==
MWBase::StateManager::State_Running)
{
if (!paused)
{
if (mEnvironment.getWorld()->getScriptsEnabled())
{
// local scripts
executeLocalScripts();
// global scripts
mEnvironment.getScriptManager()->getGlobalScripts().run();
}
mEnvironment.getWorld()->markCellAsUnchanged();
}
if (!guiActive)
{
double hours = (frametime * mEnvironment.getWorld()->getTimeScaleFactor()) / 3600.0;
mEnvironment.getWorld()->advanceTime(hours, true);
}
}
osg::Timer_t afterScriptTick = osg::Timer::instance()->tick();
// update actors
osg::Timer_t beforeMechanicsTick = osg::Timer::instance()->tick();
if (mEnvironment.getStateManager()->getState()!=
MWBase::StateManager::State_NoGame)
{
mEnvironment.getMechanicsManager()->update(frametime,
guiActive);
}
osg::Timer_t afterMechanicsTick = osg::Timer::instance()->tick();
if (mEnvironment.getStateManager()->getState()==
MWBase::StateManager::State_Running)
{
MWWorld::Ptr player = mEnvironment.getWorld()->getPlayerPtr();
if(!guiActive && player.getClass().getCreatureStats(player).isDead())
mEnvironment.getStateManager()->endGame();
}
// update world
osg::Timer_t beforePhysicsTick = osg::Timer::instance()->tick();;
if (mEnvironment.getStateManager()->getState()!=
MWBase::StateManager::State_NoGame)
{
mEnvironment.getWorld()->update(frametime, guiActive);
}
osg::Timer_t afterPhysicsTick = osg::Timer::instance()->tick();
// update GUI
mEnvironment.getWindowManager()->onFrame(frametime);
if (mEnvironment.getStateManager()->getState()!=
MWBase::StateManager::State_NoGame)
{
mEnvironment.getWindowManager()->update();
}
unsigned int frameNumber = mViewer->getFrameStamp()->getFrameNumber();
osg::Stats* stats = mViewer->getViewerStats();
stats->setAttribute(frameNumber, "script_time_begin", osg::Timer::instance()->delta_s(mStartTick, beforeScriptTick));
stats->setAttribute(frameNumber, "script_time_taken", osg::Timer::instance()->delta_s(beforeScriptTick, afterScriptTick));
stats->setAttribute(frameNumber, "script_time_end", osg::Timer::instance()->delta_s(mStartTick, afterScriptTick));
stats->setAttribute(frameNumber, "mechanics_time_begin", osg::Timer::instance()->delta_s(mStartTick, beforeMechanicsTick));
stats->setAttribute(frameNumber, "mechanics_time_taken", osg::Timer::instance()->delta_s(beforeMechanicsTick, afterMechanicsTick));
stats->setAttribute(frameNumber, "mechanics_time_end", osg::Timer::instance()->delta_s(mStartTick, afterMechanicsTick));
stats->setAttribute(frameNumber, "physics_time_begin", osg::Timer::instance()->delta_s(mStartTick, beforePhysicsTick));
stats->setAttribute(frameNumber, "physics_time_taken", osg::Timer::instance()->delta_s(beforePhysicsTick, afterPhysicsTick));
stats->setAttribute(frameNumber, "physics_time_end", osg::Timer::instance()->delta_s(mStartTick, afterPhysicsTick));
if (stats->collectStats("resource"))
{
mResourceSystem->reportStats(frameNumber, stats);
stats->setAttribute(frameNumber, "WorkQueue", mWorkQueue->getNumItems());
stats->setAttribute(frameNumber, "WorkThread", mWorkQueue->getNumActiveThreads());
}
}
catch (const std::exception& e)
{
std::cerr << "Error in framelistener: " << e.what() << std::endl;
}
}
OMW::Engine::Engine(Files::ConfigurationManager& configurationManager)
: mWindow(NULL)
, mEncoding(ToUTF8::WINDOWS_1252)
, mEncoder(NULL)
, mSkipMenu (false)
, mUseSound (true)
, mCompileAll (false)
, mCompileAllDialogue (false)
, mWarningsMode (1)
, mScriptConsoleMode (false)
, mActivationDistanceOverride(-1)
, mGrab(true)
, mExportFonts(false)
, mScriptContext (0)
, mFSStrict (false)
, mScriptBlacklistUse (true)
, mNewGame (false)
, mCfgMgr(configurationManager)
{
Misc::Rng::init();
MWClass::registerClasses();
Uint32 flags = SDL_INIT_VIDEO|SDL_INIT_NOPARACHUTE|SDL_INIT_GAMECONTROLLER|SDL_INIT_JOYSTICK;
if(SDL_WasInit(flags) == 0)
{
SDL_SetMainReady();
if(SDL_Init(flags) != 0)
{
throw std::runtime_error("Could not initialize SDL! " + std::string(SDL_GetError()));
}
}
mStartTick = osg::Timer::instance()->tick();
}
OMW::Engine::~Engine()
{
mEnvironment.cleanup();
delete mScriptContext;
mScriptContext = NULL;
mWorkQueue = NULL;
mResourceSystem.reset();
mViewer = NULL;
if (mWindow)
{
SDL_DestroyWindow(mWindow);
mWindow = NULL;
}
SDL_Quit();
}
void OMW::Engine::enableFSStrict(bool fsStrict)
{
mFSStrict = fsStrict;
}
// Set data dir
void OMW::Engine::setDataDirs (const Files::PathContainer& dataDirs)
{
mDataDirs = dataDirs;
mFileCollections = Files::Collections (dataDirs, !mFSStrict);
}
// Add BSA archive
void OMW::Engine::addArchive (const std::string& archive) {
mArchives.push_back(archive);
}
// Set resource dir
void OMW::Engine::setResourceDir (const boost::filesystem::path& parResDir)
{
mResDir = parResDir;
}
// Set start cell name (only interiors for now)
void OMW::Engine::setCell (const std::string& cellName)
{
mCellName = cellName;
}
void OMW::Engine::addContentFile(const std::string& file)
{
mContentFiles.push_back(file);
}
void OMW::Engine::setSkipMenu (bool skipMenu, bool newGame)
{
mSkipMenu = skipMenu;
mNewGame = newGame;
}
std::string OMW::Engine::loadSettings (Settings::Manager & settings)
{
// Create the settings manager and load default settings file
const std::string localdefault = (mCfgMgr.getLocalPath() / "settings-default.cfg").string();
const std::string globaldefault = (mCfgMgr.getGlobalPath() / "settings-default.cfg").string();
// prefer local
if (boost::filesystem::exists(localdefault))
settings.loadDefault(localdefault);
else if (boost::filesystem::exists(globaldefault))
settings.loadDefault(globaldefault);
else
throw std::runtime_error ("No default settings file found! Make sure the file \"settings-default.cfg\" was properly installed.");
// load user settings if they exist
const std::string settingspath = (mCfgMgr.getUserConfigPath() / "settings.cfg").string();
if (boost::filesystem::exists(settingspath))
settings.loadUser(settingspath);
return settingspath;
}
void OMW::Engine::createWindow(Settings::Manager& settings)
{
int screen = settings.getInt("screen", "Video");
int width = settings.getInt("resolution x", "Video");
int height = settings.getInt("resolution y", "Video");
bool fullscreen = settings.getBool("fullscreen", "Video");
bool windowBorder = settings.getBool("window border", "Video");
bool vsync = settings.getBool("vsync", "Video");
int antialiasing = settings.getInt("antialiasing", "Video");
int pos_x = SDL_WINDOWPOS_CENTERED_DISPLAY(screen),
pos_y = SDL_WINDOWPOS_CENTERED_DISPLAY(screen);
if(fullscreen)
{
pos_x = SDL_WINDOWPOS_UNDEFINED_DISPLAY(screen);
pos_y = SDL_WINDOWPOS_UNDEFINED_DISPLAY(screen);
}
Uint32 flags = SDL_WINDOW_OPENGL|SDL_WINDOW_SHOWN|SDL_WINDOW_RESIZABLE;
if(fullscreen)
flags |= SDL_WINDOW_FULLSCREEN;
if (!windowBorder)
flags |= SDL_WINDOW_BORDERLESS;
SDL_SetHint(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS,
settings.getBool("minimize on focus loss", "Video") ? "1" : "0");
checkSDLError(SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8));
checkSDLError(SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8));
checkSDLError(SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8));
checkSDLError(SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0));
checkSDLError(SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24));
if (antialiasing > 0)
{
checkSDLError(SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1));
checkSDLError(SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, antialiasing));
}
while (!mWindow)
{
mWindow = SDL_CreateWindow("OpenMW", pos_x, pos_y, width, height, flags);
if (!mWindow)
{
// Try with a lower AA
if (antialiasing > 0)
{
std::cout << "Note: " << antialiasing << "x antialiasing not supported, trying " << antialiasing/2 << std::endl;
antialiasing /= 2;
Settings::Manager::setInt("antialiasing", "Video", antialiasing);
checkSDLError(SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, antialiasing));
continue;
}
else
{
std::stringstream error;
error << "Failed to create SDL window: " << SDL_GetError() << std::endl;
throw std::runtime_error(error.str());
}
}
}
setWindowIcon();
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
SDL_GetWindowPosition(mWindow, &traits->x, &traits->y);
SDL_GetWindowSize(mWindow, &traits->width, &traits->height);
traits->windowName = SDL_GetWindowTitle(mWindow);
traits->windowDecoration = !(SDL_GetWindowFlags(mWindow)&SDL_WINDOW_BORDERLESS);
traits->screenNum = SDL_GetWindowDisplayIndex(mWindow);
// FIXME: Some way to get these settings back from the SDL window?
traits->red = 8;
traits->green = 8;
traits->blue = 8;
traits->alpha = 0; // set to 0 to stop ScreenCaptureHandler reading the alpha channel
traits->depth = 24;
traits->stencil = 8;
traits->vsync = vsync;
traits->doubleBuffer = true;
traits->inheritedWindowData = new SDLUtil::GraphicsWindowSDL2::WindowData(mWindow);
osg::ref_ptr<SDLUtil::GraphicsWindowSDL2> graphicsWindow = new SDLUtil::GraphicsWindowSDL2(traits);
if(!graphicsWindow->valid()) throw std::runtime_error("Failed to create GraphicsContext");
osg::ref_ptr<osg::Camera> camera = mViewer->getCamera();
camera->setGraphicsContext(graphicsWindow);
camera->setViewport(0, 0, width, height);
mViewer->realize();
mViewer->getEventQueue()->getCurrentEventState()->setWindowRectangle(0, 0, width, height);
}
void OMW::Engine::setWindowIcon()
{
boost::filesystem::ifstream windowIconStream;
std::string windowIcon = (mResDir / "mygui" / "openmw.png").string();
windowIconStream.open(windowIcon, std::ios_base::in | std::ios_base::binary);
if (windowIconStream.fail())
std::cerr << "Error: Failed to open " << windowIcon << std::endl;
osgDB::ReaderWriter* reader = osgDB::Registry::instance()->getReaderWriterForExtension("png");
if (!reader)
{
std::cerr << "Error: Failed to read window icon, no png readerwriter found" << std::endl;
return;
}
osgDB::ReaderWriter::ReadResult result = reader->readImage(windowIconStream);
if (!result.success())
std::cerr << "Error: Failed to read " << windowIcon << ": " << result.message() << " code " << result.status() << std::endl;
else
{
osg::ref_ptr<osg::Image> image = result.getImage();
SDL_Surface* surface = SDLUtil::imageToSurface(image, true);
SDL_SetWindowIcon(mWindow, surface);
SDL_FreeSurface(surface);
}
}
void OMW::Engine::prepareEngine (Settings::Manager & settings)
{
mEnvironment.setStateManager (
new MWState::StateManager (mCfgMgr.getUserDataPath() / "saves", mContentFiles.at (0)));
createWindow(settings);
osg::ref_ptr<osg::Group> rootNode (new osg::Group);
mViewer->setSceneData(rootNode);
mVFS.reset(new VFS::Manager(mFSStrict));
VFS::registerArchives(mVFS.get(), mFileCollections, mArchives, true);
mResourceSystem.reset(new Resource::ResourceSystem(mVFS.get()));
mResourceSystem->getSceneManager()->setUnRefImageDataAfterApply(false); // keep to Off for now to allow better state sharing
mResourceSystem->getSceneManager()->setFilterSettings(
Settings::Manager::getString("texture mag filter", "General"),
Settings::Manager::getString("texture min filter", "General"),
Settings::Manager::getString("texture mipmap", "General"),
Settings::Manager::getInt("anisotropy", "General")
);
int numThreads = Settings::Manager::getInt("preload num threads", "Cells");
if (numThreads <= 0)
throw std::runtime_error("Invalid setting: 'preload num threads' must be >0");
mWorkQueue = new SceneUtil::WorkQueue(numThreads);
// Create input and UI first to set up a bootstrapping environment for
// showing a loading screen and keeping the window responsive while doing so
std::string keybinderUser = (mCfgMgr.getUserConfigPath() / "input_v3.xml").string();
bool keybinderUserExists = boost::filesystem::exists(keybinderUser);
if(!keybinderUserExists)
{
std::string input2 = (mCfgMgr.getUserConfigPath() / "input_v2.xml").string();
if(boost::filesystem::exists(input2)) {
boost::filesystem::copy_file(input2, keybinderUser);
keybinderUserExists = boost::filesystem::exists(keybinderUser);
}
}
// find correct path to the game controller bindings
const std::string localdefault = mCfgMgr.getLocalPath().string() + "/gamecontrollerdb.txt";
const std::string globaldefault = mCfgMgr.getGlobalPath().string() + "/gamecontrollerdb.txt";
std::string gameControllerdb;
if (boost::filesystem::exists(localdefault))
gameControllerdb = localdefault;
else if (boost::filesystem::exists(globaldefault))
gameControllerdb = globaldefault;
else
gameControllerdb = ""; //if it doesn't exist, pass in an empty string
MWInput::InputManager* input = new MWInput::InputManager (mWindow, mViewer, mScreenCaptureHandler, keybinderUser, keybinderUserExists, gameControllerdb, mGrab);
mEnvironment.setInputManager (input);
std::string myguiResources = (mResDir / "mygui").string();
osg::ref_ptr<osg::Group> guiRoot = new osg::Group;
guiRoot->setName("GUI Root");
guiRoot->setNodeMask(MWRender::Mask_GUI);
rootNode->addChild(guiRoot);
MWGui::WindowManager* window = new MWGui::WindowManager(mViewer, guiRoot, mResourceSystem.get(), mWorkQueue.get(),
mCfgMgr.getLogPath().string() + std::string("/"), myguiResources,
mScriptConsoleMode, mTranslationDataStorage, mEncoding, mExportFonts, mFallbackMap,
Version::getOpenmwVersionDescription(mResDir.string()));
mEnvironment.setWindowManager (window);
// Create sound system
mEnvironment.setSoundManager (new MWSound::SoundManager(mVFS.get(), mFallbackMap, mUseSound));
if (!mSkipMenu)
{
std::string logo = mFallbackMap["Movies_Company_Logo"];
if (!logo.empty())
window->playVideo(logo, true);
}
// Create the world
mEnvironment.setWorld( new MWWorld::World (mViewer, rootNode, mResourceSystem.get(), mWorkQueue.get(),
mFileCollections, mContentFiles, mEncoder, mFallbackMap,
mActivationDistanceOverride, mCellName, mStartupScript, mResDir.string(), mCfgMgr.getUserDataPath().string()));
mEnvironment.getWorld()->setupPlayer();
input->setPlayer(&mEnvironment.getWorld()->getPlayer());
window->setStore(mEnvironment.getWorld()->getStore());
window->initUI();
window->renderWorldMap();
//Load translation data
mTranslationDataStorage.setEncoder(mEncoder);
for (size_t i = 0; i < mContentFiles.size(); i++)
mTranslationDataStorage.loadTranslationData(mFileCollections, mContentFiles[i]);
Compiler::registerExtensions (mExtensions);
// Create script system
mScriptContext = new MWScript::CompilerContext (MWScript::CompilerContext::Type_Full);
mScriptContext->setExtensions (&mExtensions);
mEnvironment.setScriptManager (new MWScript::ScriptManager (mEnvironment.getWorld()->getStore(), *mScriptContext, mWarningsMode,
mScriptBlacklistUse ? mScriptBlacklist : std::vector<std::string>()));
// Create game mechanics system
MWMechanics::MechanicsManager* mechanics = new MWMechanics::MechanicsManager;
mEnvironment.setMechanicsManager (mechanics);
// Create dialog system
mEnvironment.setJournal (new MWDialogue::Journal);
mEnvironment.setDialogueManager (new MWDialogue::DialogueManager (mExtensions, mTranslationDataStorage));
// scripts
if (mCompileAll)
{
std::pair<int, int> result = mEnvironment.getScriptManager()->compileAll();
if (result.first)
std::cout
<< "compiled " << result.second << " of " << result.first << " scripts ("
<< 100*static_cast<double> (result.second)/result.first
<< "%)"
<< std::endl;
}
if (mCompileAllDialogue)
{
std::pair<int, int> result = MWDialogue::ScriptTest::compileAll(&mExtensions, mWarningsMode);
if (result.first)
std::cout
<< "compiled " << result.second << " of " << result.first << " dialogue script/actor combinations a("
<< 100*static_cast<double> (result.second)/result.first
<< "%)"
<< std::endl;
}
}
class WriteScreenshotToFileOperation : public osgViewer::ScreenCaptureHandler::CaptureOperation
{
public:
WriteScreenshotToFileOperation(const std::string& screenshotPath, const std::string& screenshotFormat)
: mScreenshotPath(screenshotPath)
, mScreenshotFormat(screenshotFormat)
{
}
virtual void operator()(const osg::Image& image, const unsigned int context_id)
{
// Count screenshots.
int shotCount = 0;
// Find the first unused filename with a do-while
std::ostringstream stream;
do
{
// Reset the stream
stream.str("");
stream.clear();
stream << mScreenshotPath << "/screenshot" << std::setw(3) << std::setfill('0') << shotCount++ << "." << mScreenshotFormat;
} while (boost::filesystem::exists(stream.str()));
boost::filesystem::ofstream outStream;
outStream.open(boost::filesystem::path(stream.str()), std::ios::binary);
osgDB::ReaderWriter* readerwriter = osgDB::Registry::instance()->getReaderWriterForExtension(mScreenshotFormat);
if (!readerwriter)
{
std::cerr << "Error: Can't write screenshot, no '" << mScreenshotFormat << "' readerwriter found" << std::endl;
return;
}
osgDB::ReaderWriter::WriteResult result = readerwriter->writeImage(image, outStream);
if (!result.success())
{
std::cerr << "Error: Can't write screenshot: " << result.message() << " code " << result.status() << std::endl;
}
}
private:
std::string mScreenshotPath;
std::string mScreenshotFormat;
};
// Initialise and enter main loop.
void OMW::Engine::go()
{
assert (!mContentFiles.empty());
std::cout << "OSG version: " << osgGetVersion() << std::endl;
mViewer = new osgViewer::Viewer;
mViewer->setReleaseContextAtEndOfFrameHint(false);
osg::ref_ptr<osgViewer::StatsHandler> statshandler = new osgViewer::StatsHandler;
statshandler->setKeyEventTogglesOnScreenStats(osgGA::GUIEventAdapter::KEY_F3);
statshandler->addUserStatsLine("Script", osg::Vec4f(1.f, 1.f, 1.f, 1.f), osg::Vec4f(1.f, 1.f, 1.f, 1.f),
"script_time_taken", 1000.0, true, false, "script_time_begin", "script_time_end", 10000);
statshandler->addUserStatsLine("Mechanics", osg::Vec4f(1.f, 1.f, 1.f, 1.f), osg::Vec4f(1.f, 1.f, 1.f, 1.f),
"mechanics_time_taken", 1000.0, true, false, "mechanics_time_begin", "mechanics_time_end", 10000);
statshandler->addUserStatsLine("Physics", osg::Vec4f(1.f, 1.f, 1.f, 1.f), osg::Vec4f(1.f, 1.f, 1.f, 1.f),
"physics_time_taken", 1000.0, true, false, "physics_time_begin", "physics_time_end", 10000);
mViewer->addEventHandler(statshandler);
mViewer->addEventHandler(new Resource::StatsHandler);
Settings::Manager settings;
std::string settingspath;
settingspath = loadSettings (settings);
mScreenCaptureHandler = new osgViewer::ScreenCaptureHandler(new WriteScreenshotToFileOperation(mCfgMgr.getUserDataPath().string(),
Settings::Manager::getString("screenshot format", "General")));
mViewer->addEventHandler(mScreenCaptureHandler);
// Create encoder
ToUTF8::Utf8Encoder encoder (mEncoding);
mEncoder = &encoder;
prepareEngine (settings);
if (!mSaveGameFile.empty())
{
mEnvironment.getStateManager()->loadGame(mSaveGameFile);
}
else if (!mSkipMenu)
{
// start in main menu
mEnvironment.getWindowManager()->pushGuiMode (MWGui::GM_MainMenu);
try
{
// Is there an ini setting for this filename or something?
mEnvironment.getSoundManager()->streamMusic("Special/morrowind title.mp3");
std::string logo = mFallbackMap["Movies_Morrowind_Logo"];
if (!logo.empty())
mEnvironment.getWindowManager()->playVideo(logo, true);
}
catch (...) {}
}
else
{
mEnvironment.getStateManager()->newGame (!mNewGame);
}
// Start the main rendering loop
osg::Timer frameTimer;
double simulationTime = 0.0;
float framerateLimit = Settings::Manager::getFloat("framerate limit", "Video");
while (!mViewer->done() && !mEnvironment.getStateManager()->hasQuitRequest())
{
double dt = frameTimer.time_s();
frameTimer.setStartTick();
dt = std::min(dt, 0.2);
bool guiActive = mEnvironment.getWindowManager()->isGuiMode();
if (!guiActive)
simulationTime += dt;
mViewer->advance(simulationTime);
frame(dt);
if (!mEnvironment.getInputManager()->isWindowVisible())
{
OpenThreads::Thread::microSleep(5000);
continue;
}
else
{
mViewer->eventTraversal();
mViewer->updateTraversal();
mViewer->renderingTraversals();
}
if (framerateLimit > 0.f)
{
double thisFrameTime = frameTimer.time_s();
double minFrameTime = 1.0 / framerateLimit;
if (thisFrameTime < minFrameTime)
{
OpenThreads::Thread::microSleep(1000*1000*(minFrameTime-thisFrameTime));
}
}
}
// Save user settings
settings.saveUser(settingspath);
std::cout << "Quitting peacefully." << std::endl;
}
void OMW::Engine::setCompileAll (bool all)
{
mCompileAll = all;
}
void OMW::Engine::setCompileAllDialogue (bool all)
{
mCompileAllDialogue = all;
}
void OMW::Engine::setSoundUsage(bool soundUsage)
{
mUseSound = soundUsage;
}
void OMW::Engine::setEncoding(const ToUTF8::FromType& encoding)
{
mEncoding = encoding;
}
void OMW::Engine::setFallbackValues(std::map<std::string,std::string> fallbackMap)
{
mFallbackMap = fallbackMap;
}
void OMW::Engine::setScriptConsoleMode (bool enabled)
{
mScriptConsoleMode = enabled;
}
void OMW::Engine::setStartupScript (const std::string& path)
{
mStartupScript = path;
}
void OMW::Engine::setActivationDistanceOverride (int distance)
{
mActivationDistanceOverride = distance;
}
void OMW::Engine::setWarningsMode (int mode)
{
mWarningsMode = mode;
}
void OMW::Engine::setScriptBlacklist (const std::vector<std::string>& list)
{
mScriptBlacklist = list;
}
void OMW::Engine::setScriptBlacklistUse (bool use)
{
mScriptBlacklistUse = use;
}
void OMW::Engine::enableFontExport(bool exportFonts)
{
mExportFonts = exportFonts;
}
void OMW::Engine::setSaveGameFile(const std::string &savegame)
{
mSaveGameFile = savegame;
}