first round of main refactoring; moving functionality out to a separate class

actorid
Marc Zinnschlag 15 years ago
parent f32105a2ae
commit 04037fb01a

@ -30,8 +30,8 @@ set(OGRE_HEADER ogre/renderer.hpp)
set(INPUT input/oismanager.cpp)
set(INPUT_HEADER input/oismanager.hpp input/listener.hpp input/func_binder.hpp input/dispatch_map.hpp input/dispatcher.hpp)
set(GAME game/main.cpp)
set(GAME_HEADER game/mwinput/inputmanager.hpp)
set(GAME game/main.cpp game/engine.cpp)
set(GAME_HEADER game/mwinput/inputmanager.hpp game/engine.hpp)
set(ESM_STORE esm_store/store.cpp esm_store/cell_store.cpp)
set(ESM_STORE_HEADER esm_store/cell_store.hpp esm_store/reclists.hpp esm_store/store.hpp)

@ -0,0 +1,133 @@
#include "engine.hpp"
#include <cassert>
#include <iostream>
#include "esm_store/cell_store.hpp"
#include "bsa/bsa_archive.hpp"
#include "ogre/renderer.hpp"
#include "tools/fileops.hpp"
#include "mwrender/interior.hpp"
#include "mwinput/inputmanager.hpp"
OMW::Engine::Engine() {}
// adjust name and load bsa
void OMW::Engine::prepareMaster()
{
assert (!mDataDir.empty());
std::string masterName; // name without extension
std::string::size_type sep = mMaster.find_last_of (".");
if (sep==std::string::npos)
{
masterName = mMaster;
mMaster += ".esm";
}
else
{
masterName = mMaster.substr (0, sep);
}
// bsa
boost::filesystem::path bsa (mDataDir);
bsa /= masterName + ".bsa";
if (boost::filesystem::exists (bsa))
{
std::cout << "Adding " << bsa.string() << std::endl;
addBSA(bsa.file_string());
}
}
// Set data dir
void OMW::Engine::setDataDir (const boost::filesystem::path& dataDir)
{
mDataDir = boost::filesystem::system_complete (dataDir);
}
// Set start cell name (only interiors for now)
void OMW::Engine::setCell (const std::string& cellName)
{
mCellName = cellName;
}
// Set master file (esm)
// - If the given name does not have an extension, ".esm" is added automatically
// - If there is a bsa file with the same name, OpenMW will load it.
// - Currently OpenMW only supports one master at the same time.
void OMW::Engine::addMaster (const std::string& master)
{
assert (mMaster.empty());
mMaster = master;
}
// Initialise and enter main loop.
void OMW::Engine::go()
{
assert (!mDataDir.empty());
assert (!mCellName.empty());
assert (!mMaster.empty());
std::cout << "Hello, fellow traveler!\n";
std::cout << "Your data directory for today is: " << mDataDir << "\n";
std::cout << "Initializing OGRE\n";
const char* plugCfg = "plugins.cfg";
mOgre.configure(!isFile("ogre.cfg"), plugCfg, false);
prepareMaster();
boost::filesystem::path masterPath (mDataDir);
masterPath /= mMaster;
std::cout << "Loading ESM " << masterPath.string() << "\n";
ESM::ESMReader esm;
ESMS::ESMStore store;
ESMS::CellStore cell;
// This parses the ESM file and loads a sample cell
esm.open(masterPath.file_string());
store.load(esm);
cell.loadInt(mCellName, store, esm);
// Create the window
mOgre.createWindow("OpenMW");
std::cout << "\nSetting up cell rendering\n";
// Sets up camera, scene manager etc
MWRender::MWScene scene(mOgre);
// This connects the cell data with the rendering scene.
MWRender::InteriorCellRender rend(cell, scene);
// Load the cell and insert it into the renderer
rend.show();
std::cout << "Setting up input system\n";
// Sets up the input system
MWInput::MWInputManager input(mOgre);
std::cout << "\nStart! Press Q/ESC or close window to exit.\n";
// Start the main rendering loop
mOgre.start();
std::cout << "\nThat's all for now!\n";
}

@ -0,0 +1,49 @@
#ifndef ENGINE_H
#define ENGINE_H
#include <string>
#include <boost/filesystem.hpp>
#include "mwrender/mwscene.hpp"
namespace OMW
{
/// \brief Main engine class, that brings together all the components of OpenMW
class Engine
{
boost::filesystem::path mDataDir;
Render::OgreRenderer mOgre;
std::string mCellName;
std::string mMaster;
// not implemented
Engine (const Engine&);
Engine& operator= (const Engine&);
/// adjust name and load bsa
void prepareMaster();
public:
Engine();
/// Set data dir
void setDataDir (const boost::filesystem::path& dataDir);
/// 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
/// - If there is a bsa file with the same name, OpenMW will load it.
/// - Currently OpenMW only supports one master at the same time.
void addMaster (const std::string& master);
/// Initialise and enter main loop.
void go();
};
}
#endif

@ -6,14 +6,7 @@
#include <boost/program_options.hpp>
#include <boost/filesystem.hpp>
#include "esm_store/cell_store.hpp"
#include "bsa/bsa_archive.hpp"
#include "ogre/renderer.hpp"
#include "tools/fileops.hpp"
#include "mwrender/interior.hpp"
#include "mwrender/mwscene.hpp"
#include "mwinput/inputmanager.hpp"
#include "engine.hpp"
using namespace std;
@ -22,80 +15,15 @@ void maintest (boost::filesystem::path dataDir, const std::string& cellName,
{
assert (!dataDir.empty());
dataDir = boost::filesystem::system_complete (dataDir);
std::string masterName; // name without extension
std::string::size_type sep = master.find_last_of (".");
if (sep==std::string::npos)
{
masterName = master;
master += ".esm";
}
else
{
masterName = master.substr (0, sep);
}
boost::filesystem::path masterPath (dataDir);
masterPath /= master;
boost::filesystem::path bsa (dataDir);
bsa /= masterName + ".bsa";
const char* plugCfg = "plugins.cfg";
cout << "Hello, fellow traveler!\n";
cout << "Your data directory for today is: " << dataDir << "\n";
cout << "Initializing OGRE\n";
Render::OgreRenderer ogre;
ogre.configure(!isFile("ogre.cfg"), plugCfg, false);
if (boost::filesystem::exists (bsa))
{
cout << "Adding " << bsa.string() << endl;
addBSA(bsa.file_string());
}
cout << "Loading ESM " << masterPath.string() << "\n";
ESM::ESMReader esm;
ESMS::ESMStore store;
ESMS::CellStore cell;
// This parses the ESM file and loads a sample cell
esm.open(masterPath.file_string());
store.load(esm);
cell.loadInt(cellName, 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::InteriorCellRender rend(cell, scene);
// Load the cell and insert it into the renderer
rend.show();
cout << "Setting up input system\n";
OMW::Engine engine;
// Sets up the input system
MWInput::MWInputManager input(ogre);
engine.setDataDir (dataDir);
cout << "\nStart! Press Q/ESC or close window to exit.\n";
engine.setCell (cellName);
// Start the main rendering loop
ogre.start();
engine.addMaster (master);
cout << "\nThat's all for now!\n";
engine.go();
}
int main(int argc, char**argv)

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