mirror of
https://github.com/rlabrecque/SteamworksSDK.git
synced 2026-10-10 17:36:39 +08:00
1077 lines
31 KiB
C++
1077 lines
31 KiB
C++
//========= Copyright © 1996-2008, Valve LLC, All rights reserved. ============
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//
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// Purpose: Main class for the game engine -- win32 implementation
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//
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// $NoKeywords: $
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//=============================================================================
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#include "stdafx.h"
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#include "GameEnginePS3.h"
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#include <map>
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#include <cell/sysmodule.h>
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// Allocate static member
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std::map<void *, CGameEnginePS3* > CGameEnginePS3::m_MapEngineInstances;
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// How big is the vertex buffer for batching lines in total?
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#define LINE_BUFFER_TOTAL_SIZE 1000
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// How big is the vertex buffer for batching points in total?
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#define POINT_BUFFER_TOTAL_SIZE 1800
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// How big is the vertex buffer for batching quads in total?
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#define QUAD_BUFFER_TOTAL_SIZE 1000
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// Only a single global console can be setup for output, track that here
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CellDbgFontConsoleId g_DbgFontConsoleID = -1;
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//-----------------------------------------------------------------------------
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// Purpose: PS3 callback handler
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//-----------------------------------------------------------------------------
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static void PS3SysutilCallback( uint64_t status, uint64_t param, void* userdata )
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{
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(void) param;
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CGameEnginePS3 *pGameEngine = CGameEnginePS3::FindEngineInstanceForPtr( userdata );
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switch( status )
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{
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case CELL_SYSUTIL_REQUEST_EXITGAME:
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pGameEngine->Shutdown();
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break;
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case CELL_SYSUTIL_DRAWING_BEGIN:
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case CELL_SYSUTIL_DRAWING_END:
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break;
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case CELL_SYSUTIL_SYSTEM_MENU_OPEN:
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OutputDebugString( "System menu opened!\n" );
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break;
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case CELL_SYSUTIL_SYSTEM_MENU_CLOSE:
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OutputDebugString( "System menu closed!\n" );
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break;
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default:
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OutputDebugString( "PS3SysutilCallback: Unknown status received\n" );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor for game engine instance
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//-----------------------------------------------------------------------------
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CGameEnginePS3::CGameEnginePS3()
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{
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m_bEngineReadyForUse = false;
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m_bShuttingDown = false;
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m_nWindowWidth = 0;
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m_nWindowHeight = 0;
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m_ulPreviousGameTickCount = 0;
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m_ulGameTickCount = 0;
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m_hTextureWhite = 0;
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m_pPSGLContext = NULL;
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m_pPSGLDevice = NULL;
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m_DbgFontConsoleID = -1;
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m_nNextFontHandle = 1;
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m_nNextTextureHandle = 1;
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m_hLastTexture = 0;
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m_rgflPointsData = new GLfloat[ 3*POINT_BUFFER_TOTAL_SIZE ];
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m_rgflPointsColorData = new GLubyte[ 4*POINT_BUFFER_TOTAL_SIZE ];
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m_dwPointsToFlush = 0;
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m_rgflLinesData = new GLfloat[ 6*LINE_BUFFER_TOTAL_SIZE ];
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m_rgflLinesColorData = new GLubyte[ 8*LINE_BUFFER_TOTAL_SIZE ];
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m_dwLinesToFlush = 0;
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m_rgflQuadsData = new GLfloat [ 12*QUAD_BUFFER_TOTAL_SIZE ];
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m_rgflQuadsColorData = new GLubyte[ 16*QUAD_BUFFER_TOTAL_SIZE ];
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m_rgflQuadsTextureData = new GLfloat[ 8*QUAD_BUFFER_TOTAL_SIZE ];
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m_dwQuadsToFlush = 0;
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CGameEnginePS3::AddInstanceToPtrMap( this );
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// Setup timing data
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m_ulGameTickCount = cell::fios::FIOSAbstimeToMilliseconds( cell::fios::FIOSGetCurrentTime() );
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// Register sysutil exit callback
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int ret = cellSysutilRegisterCallback( 0, PS3SysutilCallback, this );
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if( ret != CELL_OK )
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{
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OutputDebugString( "!! Registering sysutil callback failed...\n" );
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return;
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}
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if( !BInitializePSGL() )
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{
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OutputDebugString( "!! Initializing PSGL failed\n" );
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return;
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}
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if( !BInitializeCellDbgFont() )
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{
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OutputDebugString( "!! Initializing CellDbgFont failed\n" );
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return;
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}
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// 7 is the magic maximum number of controllers
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if ( !BInitializeLibPad() )
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{
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OutputDebugString( "!! Initializing libpad failed\n" );
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return;
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}
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m_bEngineReadyForUse = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Shutdown the game engine
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//-----------------------------------------------------------------------------
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void CGameEnginePS3::Shutdown()
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{
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// Flag that we are shutting down so the frame loop will stop running
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m_bShuttingDown = true;
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// Shutdown dbg font library
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if ( m_DbgFontConsoleID >= 0 )
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{
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cellDbgFontConsoleClose( m_DbgFontConsoleID );
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cellDbgFontExit();
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}
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// Should be safe to call even if we didn't actually init.
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cellPadEnd();
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// PS3 docs say it's best not to call this and allow the os/vshell to handle it instead to avoid brief noise
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// in the video display
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if ( m_rgflPointsData )
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{
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delete[] m_rgflPointsData;
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m_rgflPointsData = NULL;
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}
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if ( m_rgflPointsColorData )
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{
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delete[] m_rgflPointsColorData;
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m_rgflPointsColorData = NULL;
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}
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if ( m_rgflLinesData )
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{
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delete[] m_rgflLinesData;
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m_rgflLinesData = NULL;
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}
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if ( m_rgflLinesColorData )
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{
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delete[] m_rgflLinesColorData;
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m_rgflLinesColorData = NULL;
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}
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if ( m_rgflQuadsData )
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{
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delete[] m_rgflQuadsData;
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m_rgflQuadsData = NULL;
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}
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if ( m_rgflQuadsColorData )
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{
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delete[] m_rgflQuadsColorData;
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m_rgflQuadsColorData = NULL;
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}
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if ( m_rgflQuadsTextureData )
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{
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delete[] m_rgflQuadsTextureData;
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m_rgflQuadsTextureData = NULL;
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}
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m_dwLinesToFlush = 0;
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m_dwPointsToFlush = 0;
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m_dwQuadsToFlush = 0;
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/*
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// PS3 docs say it's best not to call this and allow the os/vshell to handle it instead to avoid brief noise
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// in the video display. Should we not do this then?
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//
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// bugbug jmccaskey - don't do this?
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if ( m_pPSGLDevice )
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{
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psglMakeCurrent( NULL, m_pPSGLDevice );
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if ( m_pPSGLContext )
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{
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psglDestroyContext( m_pPSGLContext );
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m_pPSGLContext = NULL;
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}
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psglDestroyDevice( m_pPSGLDevice );
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m_pPSGLDevice = NULL;
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}
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psglExit();
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*/
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}
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//-----------------------------------------------------------------------------
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// Purpose: Initialize libpad for controller input
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//-----------------------------------------------------------------------------
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bool CGameEnginePS3::BInitializeLibPad()
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{
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int ret = cellPadInit( CELL_PAD_MAX_PORT_NUM );
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if ( ret != CELL_OK )
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return false;
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// We don't use pressure sensitivity or sixaxis
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for ( int i=0; i<CELL_PAD_MAX_PORT_NUM; ++i )
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{
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// May be we don't have all ports connected, but this setting will be set and persist anyway
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cellPadSetPortSetting( i, CELL_PAD_SETTING_PRESS_OFF | CELL_PAD_SETTING_SENSOR_OFF );
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Initialize the PSGL rendering interfaces and default state
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//-----------------------------------------------------------------------------
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bool CGameEnginePS3::BInitializePSGL()
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{
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// Clear any errors
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glGetError();
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// First, initialize PSGL
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// Note that since we initialized the SPUs ourselves earlier we should
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// make sure that PSGL doesn't try to do so as well.
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PSGLinitOptions initOpts = {
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enable: PSGL_INIT_MAX_SPUS | PSGL_INIT_INITIALIZE_SPUS | PSGL_INIT_HOST_MEMORY_SIZE,
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maxSPUs: 1,
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initializeSPUs: false,
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// We're not specifying values for these options, the code is only here
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// to alleviate compiler warnings.
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persistentMemorySize: 0,
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transientMemorySize: 0,
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errorConsole: 0,
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fifoSize: 0,
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hostMemorySize: 128*1024*1024, // 128 mbs for host memory
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};
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psglInit( &initOpts );
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m_pPSGLDevice = psglCreateDeviceAuto( GL_ARGB_SCE, GL_DEPTH_COMPONENT24, GL_MULTISAMPLING_4X_SQUARE_ROTATED_SCE );
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if ( !m_pPSGLDevice )
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{
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OutputDebugString( "!! Failed to init the device \n" );
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return false;
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}
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GLuint width, height;
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psglGetDeviceDimensions( m_pPSGLDevice, &width, &height );
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m_nWindowHeight = height;
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m_nWindowWidth = width;
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// Now create a PSGL context
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m_pPSGLContext = psglCreateContext();
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if ( !m_pPSGLContext )
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{
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OutputDebugString( "Error creating PSGL context\n" );
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return false;
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}
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// Make this context current for the device we initialized
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psglMakeCurrent( m_pPSGLContext, m_pPSGLDevice );
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// Since we're using fixed function stuff (i.e. not using our own shader
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// yet), we need to load shaders.bin that contains the fixed function
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// shaders.
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psglLoadShaderLibrary( SYS_APP_HOME"/shaders.bin" );
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// Reset the context
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psglResetCurrentContext();
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glViewport( 0, 0, width, height );
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glScissor( 0, 0, width, height );
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glClearDepthf(1.0f);
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glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
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glEnable( GL_VSYNC_SCE );
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glEnable( GL_BLEND );
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glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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glDisable( GL_CULL_FACE );
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glDisable( GL_ALPHA_TEST );
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glDisable( GL_STENCIL_TEST );
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glDisable( GL_SCISSOR_TEST );
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glDisable( GL_LIGHTING );
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glDisable( GL_DEPTH_TEST );
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glDisable( GL_FOG );
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glDepthMask( GL_FALSE );
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// We always need these two
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glEnableClientState( GL_COLOR_ARRAY );
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glEnableClientState( GL_VERTEX_ARRAY );
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// This we'll enable as needed
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glDisableClientState( GL_TEXTURE_COORD_ARRAY );
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glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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glOrthof( 0, width, height, 0, -1.0f, 1.0f );
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glTranslatef( 0, 0, 0 );
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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glTranslatef( 0, 0, 0 );
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glMatrixMode( GL_TEXTURE );
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glLoadIdentity();
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glTranslatef( 0, 0, 0 );
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glDepthRangef( 0.0f, 1.0f );
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// PSGL doesn't clear the screen on startup, so let's do that here.
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
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psglSwap();
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Initialize the debug font library
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//-----------------------------------------------------------------------------
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bool CGameEnginePS3::BInitializeCellDbgFont()
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{
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// initialize debug font library, then open 2 consoles
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CellDbgFontConfig cfg;
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cfg.bufSize = 4096;
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cfg.screenWidth = m_nWindowWidth;
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cfg.screenHeight = m_nWindowHeight;
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if ( cellDbgFontInit( &cfg) != CELL_OK )
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{
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OutputDebugString( "Failed initializing CellDbgFont\n" );
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}
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CellDbgFontConsoleConfig ccfg0;
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ccfg0.posLeft = 0.18f;
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ccfg0.posTop = 0.82f;
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ccfg0.cnsWidth = 128;
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ccfg0.cnsHeight = 8;
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ccfg0.scale = 0.65f;
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ccfg0.color = 0xff0080ff; // ABGR -> orange
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g_DbgFontConsoleID = m_DbgFontConsoleID = cellDbgFontConsoleOpen( &ccfg0 );
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if ( g_DbgFontConsoleID < 0 )
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{
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OutputDebugString( "Failed creating CellDbgFontConsole\n" );
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Updates current tick count for the game engine
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//-----------------------------------------------------------------------------
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void CGameEnginePS3::UpdateGameTickCount()
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{
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m_ulPreviousGameTickCount = m_ulGameTickCount;
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m_ulGameTickCount = cell::fios::FIOSAbstimeToMilliseconds( cell::fios::FIOSGetCurrentTime() );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Tell the game engine to sleep for a bit if needed to limit frame rate. You must keep
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// calling this repeatedly until it returns false. If it returns true it's slept a little, but more
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// time may be needed.
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//-----------------------------------------------------------------------------
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bool CGameEnginePS3::BSleepForFrameRateLimit( uint32 ulMaxFrameRate )
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{
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// Frame rate limiting
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float flDesiredFrameMilliseconds = 1000.0f/ulMaxFrameRate;
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uint64 ulGameTickCount = cell::fios::FIOSAbstimeToMilliseconds( cell::fios::FIOSGetCurrentTime() );
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float flMillisecondsElapsed = (float)(ulGameTickCount - m_ulGameTickCount);
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if ( flMillisecondsElapsed < flDesiredFrameMilliseconds )
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{
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// If enough time is left sleep, otherwise just keep spinning so we don't go over the limit...
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if ( flDesiredFrameMilliseconds - flMillisecondsElapsed > 3.0f )
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{
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sys_timer_usleep( 2000 );
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}
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else
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{
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// Just return right away so we busy loop, don't want to sleep too long and go over
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}
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return true;
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}
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else
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{
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return false;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set the background color to clear to
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//-----------------------------------------------------------------------------
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void CGameEnginePS3::SetBackgroundColor( short a, short r, short g, short b )
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{
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glClearColor( (float)r/255.0f, (float)g/255.0f, (float)b/255.0f, (float)a/255.0f );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Start a new frame
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//-----------------------------------------------------------------------------
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bool CGameEnginePS3::StartFrame()
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{
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// Pump PS3 system callbacks
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MessagePump();
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// We may now be shutting down, check and don't start a frame then
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if ( BShuttingDown() )
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return false;
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// Clear the screen for the new frame
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: End the current frame
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//-----------------------------------------------------------------------------
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void CGameEnginePS3::EndFrame()
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{
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if ( BShuttingDown() )
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return;
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if ( !m_pPSGLDevice )
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return;
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if ( !m_pPSGLContext )
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return;
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// Flush point buffer
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BFlushPointBuffer();
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// Flush line buffer
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BFlushLineBuffer();
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// Flush quad buffer
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BFlushQuadBuffer();
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// Flush dbg font data
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cellDbgFontDraw();
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// Swap buffers now that everything is flushed
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psglSwap();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draw a line, the engine internally manages a vertex buffer for batching these
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//-----------------------------------------------------------------------------
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bool CGameEnginePS3::BDrawLine( float xPos0, float yPos0, DWORD dwColor0, float xPos1, float yPos1, DWORD dwColor1 )
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{
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if ( !m_pPSGLContext || !m_pPSGLDevice || m_bShuttingDown )
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return false;
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// Check if we are out of room and need to flush the buffer
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if ( m_dwLinesToFlush == LINE_BUFFER_TOTAL_SIZE )
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{
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BFlushLineBuffer();
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}
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DWORD dwOffset = m_dwLinesToFlush*6;
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m_rgflLinesData[dwOffset] = xPos0;
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m_rgflLinesData[dwOffset+1] = yPos0;
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m_rgflLinesData[dwOffset+2] = 1.0;
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m_rgflLinesData[dwOffset+3] = xPos1;
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m_rgflLinesData[dwOffset+4] = yPos1;
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m_rgflLinesData[dwOffset+5] = 1.0;
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dwOffset = m_dwLinesToFlush*8;
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m_rgflLinesColorData[dwOffset] = COLOR_RED( dwColor0 );
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m_rgflLinesColorData[dwOffset+1] = COLOR_GREEN( dwColor0 );
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m_rgflLinesColorData[dwOffset+2] = COLOR_BLUE( dwColor0 );
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m_rgflLinesColorData[dwOffset+3] = COLOR_ALPHA( dwColor0 );
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m_rgflLinesColorData[dwOffset+4] = COLOR_RED( dwColor1 );
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m_rgflLinesColorData[dwOffset+5] = COLOR_GREEN( dwColor1 );
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m_rgflLinesColorData[dwOffset+6] = COLOR_BLUE( dwColor1 );
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m_rgflLinesColorData[dwOffset+7] = COLOR_ALPHA( dwColor1 );
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++m_dwLinesToFlush;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Flush batched lines to the screen
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//-----------------------------------------------------------------------------
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bool CGameEnginePS3::BFlushLineBuffer()
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{
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if ( !m_pPSGLContext || !m_pPSGLDevice || !m_rgflLinesColorData || !m_rgflLinesData || m_bShuttingDown )
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return false;
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if ( m_dwLinesToFlush )
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{
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glColorPointer( 4, GL_UNSIGNED_BYTE, 0, m_rgflLinesColorData );
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glVertexPointer( 3, GL_FLOAT, 0, m_rgflLinesData );
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glDrawArrays( GL_LINES, 0, m_dwLinesToFlush*2 );
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|
|
m_dwLinesToFlush = 0;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Draw a point, the engine internally manages a vertex buffer for batching these
|
|
//-----------------------------------------------------------------------------
|
|
bool CGameEnginePS3::BDrawPoint( float xPos, float yPos, DWORD dwColor )
|
|
{
|
|
|
|
if ( !m_pPSGLContext || !m_pPSGLDevice || m_bShuttingDown )
|
|
return false;
|
|
|
|
|
|
// Check if we are out of room and need to flush the buffer
|
|
if ( m_dwPointsToFlush == POINT_BUFFER_TOTAL_SIZE )
|
|
{
|
|
BFlushPointBuffer();
|
|
}
|
|
|
|
DWORD dwOffset = m_dwPointsToFlush*3;
|
|
m_rgflPointsData[dwOffset] = xPos;
|
|
m_rgflPointsData[dwOffset+1] = yPos;
|
|
m_rgflPointsData[dwOffset+2] = 1.0;
|
|
|
|
dwOffset = m_dwPointsToFlush*4;
|
|
m_rgflPointsColorData[dwOffset] = COLOR_RED( dwColor );
|
|
m_rgflPointsColorData[dwOffset+1] = COLOR_GREEN( dwColor );
|
|
m_rgflPointsColorData[dwOffset+2] = COLOR_BLUE( dwColor );
|
|
m_rgflPointsColorData[dwOffset+3] = COLOR_ALPHA( dwColor );
|
|
|
|
++m_dwPointsToFlush;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Flush batched points to the screen
|
|
//-----------------------------------------------------------------------------
|
|
bool CGameEnginePS3::BFlushPointBuffer()
|
|
{
|
|
if ( !m_pPSGLContext || !m_pPSGLDevice || !m_rgflPointsColorData || !m_rgflPointsData || m_bShuttingDown )
|
|
return false;
|
|
|
|
if ( m_dwPointsToFlush )
|
|
{
|
|
glColorPointer( 4, GL_UNSIGNED_BYTE, 0, m_rgflPointsColorData );
|
|
glVertexPointer( 3, GL_FLOAT, 0, m_rgflPointsData );
|
|
glDrawArrays( GL_POINTS, 0, m_dwPointsToFlush );
|
|
|
|
m_dwPointsToFlush = 0;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Draw a filled quad
|
|
//-----------------------------------------------------------------------------
|
|
bool CGameEnginePS3::BDrawFilledQuad( float xPos0, float yPos0, float xPos1, float yPos1, DWORD dwColor )
|
|
{
|
|
if ( !m_hTextureWhite )
|
|
{
|
|
byte *pRGBAData = new byte[ 1 * 1 * 4 ];
|
|
memset( pRGBAData, 255, 1*1*4 );
|
|
m_hTextureWhite = HCreateTexture( pRGBAData, 1, 1 );
|
|
delete[] pRGBAData;
|
|
}
|
|
|
|
return BDrawTexturedQuad( xPos0, yPos0, xPos1, yPos1, 0.0f, 0.0f, 1.0f, 1.0f, dwColor, m_hTextureWhite );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Draw a textured quad
|
|
//-----------------------------------------------------------------------------
|
|
bool CGameEnginePS3::BDrawTexturedQuad( float xPos0, float yPos0, float xPos1, float yPos1, float u0, float v0, float u1, float v1, DWORD dwColor, HGAMETEXTURE hTexture )
|
|
{
|
|
if ( m_bShuttingDown || !m_pPSGLDevice || !m_pPSGLContext )
|
|
return false;
|
|
|
|
// Find the texture
|
|
std::map<HGAMETEXTURE, TextureData_t>::iterator iter;
|
|
iter = m_MapTextures.find( hTexture );
|
|
if ( iter == m_MapTextures.end() )
|
|
{
|
|
OutputDebugString( "BDrawTexturedQuad called with invalid hTexture value\n" );
|
|
return false;
|
|
}
|
|
|
|
// Check if we are out of room and need to flush the buffer, or if our texture is changing
|
|
// then we also need to flush the buffer.
|
|
if ( m_dwQuadsToFlush == QUAD_BUFFER_TOTAL_SIZE || m_hLastTexture != hTexture )
|
|
{
|
|
BFlushQuadBuffer();
|
|
}
|
|
|
|
// Bind the new texture
|
|
glBindTexture( GL_TEXTURE_2D, iter->second.m_uTextureID );
|
|
|
|
DWORD dwOffset = m_dwQuadsToFlush*12;
|
|
m_rgflQuadsData[dwOffset] = xPos0;
|
|
m_rgflQuadsData[dwOffset+1] = yPos0;
|
|
m_rgflQuadsData[dwOffset+2] = 1.0;
|
|
m_rgflQuadsData[dwOffset+3] = xPos1;
|
|
m_rgflQuadsData[dwOffset+4] = yPos0;
|
|
m_rgflQuadsData[dwOffset+5] = 1.0;
|
|
m_rgflQuadsData[dwOffset+6] = xPos1;
|
|
m_rgflQuadsData[dwOffset+7] = yPos1;
|
|
m_rgflQuadsData[dwOffset+8] = 1.0;
|
|
m_rgflQuadsData[dwOffset+9] = xPos0;
|
|
m_rgflQuadsData[dwOffset+10] = yPos1;
|
|
m_rgflQuadsData[dwOffset+11] = 1.0;
|
|
|
|
dwOffset = m_dwQuadsToFlush*16;
|
|
m_rgflQuadsColorData[dwOffset] = COLOR_RED( dwColor );
|
|
m_rgflQuadsColorData[dwOffset+1] = COLOR_GREEN( dwColor );
|
|
m_rgflQuadsColorData[dwOffset+2] = COLOR_BLUE( dwColor );
|
|
m_rgflQuadsColorData[dwOffset+3] = COLOR_ALPHA( dwColor );
|
|
m_rgflQuadsColorData[dwOffset+4] = COLOR_RED( dwColor );
|
|
m_rgflQuadsColorData[dwOffset+5] = COLOR_GREEN( dwColor );
|
|
m_rgflQuadsColorData[dwOffset+6] = COLOR_BLUE( dwColor );
|
|
m_rgflQuadsColorData[dwOffset+7] = COLOR_ALPHA( dwColor );
|
|
m_rgflQuadsColorData[dwOffset+8] = COLOR_RED( dwColor );
|
|
m_rgflQuadsColorData[dwOffset+9] = COLOR_GREEN( dwColor );
|
|
m_rgflQuadsColorData[dwOffset+10] = COLOR_BLUE( dwColor );
|
|
m_rgflQuadsColorData[dwOffset+11] = COLOR_ALPHA( dwColor );
|
|
m_rgflQuadsColorData[dwOffset+12] = COLOR_RED( dwColor );
|
|
m_rgflQuadsColorData[dwOffset+13] = COLOR_GREEN( dwColor );
|
|
m_rgflQuadsColorData[dwOffset+14] = COLOR_BLUE( dwColor );
|
|
m_rgflQuadsColorData[dwOffset+15] = COLOR_ALPHA( dwColor );
|
|
|
|
dwOffset = m_dwQuadsToFlush*8;
|
|
m_rgflQuadsTextureData[dwOffset] = u0;
|
|
m_rgflQuadsTextureData[dwOffset+1] = v0;
|
|
m_rgflQuadsTextureData[dwOffset+2] = u1;
|
|
m_rgflQuadsTextureData[dwOffset+3] = v0;
|
|
m_rgflQuadsTextureData[dwOffset+4] = u1;
|
|
m_rgflQuadsTextureData[dwOffset+5] = v1;
|
|
m_rgflQuadsTextureData[dwOffset+6] = u0;
|
|
m_rgflQuadsTextureData[dwOffset+7] = v1;
|
|
|
|
|
|
++m_dwQuadsToFlush;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Flush buffered quads
|
|
//-----------------------------------------------------------------------------
|
|
bool CGameEnginePS3::BFlushQuadBuffer()
|
|
{
|
|
if ( !m_pPSGLContext || !m_pPSGLDevice || !m_rgflPointsColorData || !m_rgflPointsData || m_bShuttingDown )
|
|
return false;
|
|
|
|
if ( m_dwQuadsToFlush )
|
|
{
|
|
glEnable( GL_TEXTURE_2D );
|
|
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
|
|
glColorPointer( 4, GL_UNSIGNED_BYTE, 0, m_rgflQuadsColorData );
|
|
glVertexPointer( 3, GL_FLOAT, 0, m_rgflQuadsData );
|
|
glTexCoordPointer( 2, GL_FLOAT, 0, m_rgflQuadsTextureData );
|
|
glDrawArrays( GL_QUADS, 0, m_dwQuadsToFlush*4 );
|
|
|
|
glDisable( GL_TEXTURE_2D );
|
|
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
|
|
m_dwQuadsToFlush = 0;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Creates a new texture
|
|
//-----------------------------------------------------------------------------
|
|
HGAMETEXTURE CGameEnginePS3::HCreateTexture( byte *pRGBAData, uint32 uWidth, uint32 uHeight )
|
|
{
|
|
if ( m_bShuttingDown || !m_pPSGLDevice || !m_pPSGLContext )
|
|
return 0;
|
|
|
|
TextureData_t TexData;
|
|
TexData.m_uWidth = uWidth;
|
|
TexData.m_uHeight = uHeight;
|
|
TexData.m_uTextureID = 0;
|
|
|
|
glEnable( GL_TEXTURE_2D );
|
|
glGenTextures( 1, &TexData.m_uTextureID );
|
|
glBindTexture( GL_TEXTURE_2D, TexData.m_uTextureID );
|
|
|
|
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0 );
|
|
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0 );
|
|
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
|
|
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
|
|
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
|
|
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
|
|
|
|
// build our texture mipmaps
|
|
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, uWidth, uHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, (void *)pRGBAData );
|
|
glDisable( GL_TEXTURE_2D );
|
|
|
|
int nHandle = m_nNextTextureHandle;
|
|
++m_nNextTextureHandle;
|
|
m_MapTextures[nHandle] = TexData;
|
|
|
|
return nHandle;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Creates a new font
|
|
//-----------------------------------------------------------------------------
|
|
HGAMEFONT CGameEnginePS3::HCreateFont( int nHeight, int nFontWeight, bool bItalic, char * pchFont )
|
|
{
|
|
HGAMEFONT hFont = m_nNextFontHandle;
|
|
++m_nNextFontHandle;
|
|
|
|
// weight + italic are not supported in our dbg font output on ps3. Neither is specifying font.
|
|
// We also have to compute a "scale" relative to screen size, so it may not match pc exactly.
|
|
|
|
// 1.0f for scale means 80 characters fit the screen width, 32 lines fit the height.
|
|
// We'll call that 1.0 scale font roughly equivalent to 28pt font height on pc/d3d.
|
|
|
|
PS3DbgFont_t font;
|
|
font.m_nScale = (float)nHeight/28.0f;
|
|
m_MapGameFonts[ hFont ] = font;
|
|
|
|
return hFont;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Draws text to the screen inside the given rectangular region, using the given font
|
|
//-----------------------------------------------------------------------------
|
|
bool CGameEnginePS3::BDrawString( HGAMEFONT hFont, RECT rect, DWORD dwColor, DWORD dwFormat, const char *pchText )
|
|
{
|
|
if ( !hFont )
|
|
{
|
|
OutputDebugString( "Someone is calling BDrawString with a null font handle\n" );
|
|
return false;
|
|
}
|
|
|
|
float fCharWidth = m_nWindowWidth/80.0f;
|
|
float fCharHeight = m_nWindowHeight/32.0f;
|
|
|
|
// Find the font object for the passed handle
|
|
std::map<HGAMEFONT, PS3DbgFont_t>::iterator iter;
|
|
iter = m_MapGameFonts.find( hFont );
|
|
if ( iter == m_MapGameFonts.end() )
|
|
{
|
|
OutputDebugString( "Invalid font handle passed to BDrawString()\n" );
|
|
return false;
|
|
}
|
|
|
|
fCharWidth *= iter->second.m_nScale;
|
|
fCharHeight *= iter->second.m_nScale;
|
|
|
|
// Compute width/height in chars/lines
|
|
int nLinesInText = 1;
|
|
int nCharsWideMax = 0;
|
|
int nCharsLine = 0;
|
|
for( int i=0; i < strlen(pchText); ++i )
|
|
{
|
|
if ( pchText[i] == '\n' )
|
|
{
|
|
++nLinesInText;
|
|
nCharsWideMax = MAX( nCharsLine, nCharsWideMax );
|
|
nCharsLine = 0;
|
|
}
|
|
else
|
|
{
|
|
// We assume all non linebreak chars are printable, don't pass others!
|
|
++nCharsLine;
|
|
}
|
|
}
|
|
nCharsWideMax = MAX( nCharsLine, nCharsWideMax );
|
|
|
|
// Assume top left positioning
|
|
float x = (float)rect.left;
|
|
float y = (float)rect.top;
|
|
|
|
if ( TEXTPOS_CENTER & dwFormat )
|
|
{
|
|
float fTextWidth = nCharsWideMax * fCharWidth;
|
|
x = (float)rect.left + ((float)( rect.right-rect.left) - fTextWidth)/2.0f;
|
|
}
|
|
else if ( TEXTPOS_RIGHT &dwFormat )
|
|
{
|
|
float fTextWidth = nCharsWideMax * fCharWidth;
|
|
x = (float)rect.right - fTextWidth;
|
|
}
|
|
|
|
if ( TEXTPOS_VCENTER & dwFormat )
|
|
{
|
|
float fTextHeight = nLinesInText * fCharHeight;
|
|
y = (float)rect.top + ((float)( rect.bottom-rect.top) - fTextHeight)/2.0f;
|
|
}
|
|
else if ( TEXTPOS_RIGHT &dwFormat )
|
|
{
|
|
float fTextHeight = nLinesInText * fCharHeight;
|
|
y = (float)rect.bottom - fTextHeight;
|
|
}
|
|
|
|
// Convert x/y to 0.0->1.0 range vs screen size
|
|
x = x/(float)m_nWindowWidth;
|
|
y = y/(float)m_nWindowHeight;
|
|
|
|
// we have the font, try to draw with it
|
|
if( cellDbgFontPuts( x, y, iter->second.m_nScale, DWARGB_TO_DWABGR(dwColor), pchText ) < 0 )
|
|
{
|
|
OutputDebugString( "cellDbgFontPuts call failed\n" );
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Message pump for OS messages
|
|
//-----------------------------------------------------------------------------
|
|
void CGameEnginePS3::MessagePump()
|
|
{
|
|
cellSysutilCheckCallback();
|
|
|
|
// Running callbacks may have triggered shutdown, if not run input
|
|
if ( !m_bShuttingDown )
|
|
{
|
|
CellPadInfo2 padInfo;
|
|
int ret = cellPadGetInfo2( &padInfo );
|
|
if ( ret == CELL_OK )
|
|
{
|
|
if ( padInfo.system_info & CELL_PAD_INFO_INTERCEPTED )
|
|
{
|
|
// System has taken control of controller info, we can't currently access it.
|
|
}
|
|
|
|
bool bControllerFound = false;
|
|
m_iCurrentPadIndex = -1;
|
|
for( int i=0; i < CELL_PAD_MAX_PORT_NUM; ++i )
|
|
{
|
|
if ( padInfo.port_status[i] & CELL_PAD_STATUS_ASSIGN_CHANGES )
|
|
{
|
|
if ( (padInfo.port_status[i] & CELL_PAD_STATUS_CONNECTED) == 0 )
|
|
{
|
|
char rgchBuffer[512];
|
|
_snprintf( rgchBuffer, 512, "Gamepad %d removed\n", i );
|
|
OutputDebugString( rgchBuffer );
|
|
}
|
|
else if ( (padInfo.port_status[i] & CELL_PAD_STATUS_CONNECTED) > 0 )
|
|
{
|
|
char rgchBuffer[512];
|
|
_snprintf( rgchBuffer, 512, "Gamepad %d connected\n", i );
|
|
OutputDebugString( rgchBuffer );
|
|
}
|
|
}
|
|
|
|
if ( (padInfo.port_status[i] & CELL_PAD_STATUS_CONNECTED ) > 0 && padInfo.device_type[i] == CELL_PAD_DEV_TYPE_STANDARD )
|
|
{
|
|
bControllerFound = true;
|
|
m_iCurrentPadIndex = i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( !bControllerFound )
|
|
{
|
|
// Definitely no appropriate controller plugged in, can't do input
|
|
static DWORD dwLastSpewTime = 0;
|
|
if ( GetGameTickCount() - dwLastSpewTime > 1000 || dwLastSpewTime == 0 || dwLastSpewTime > GetGameTickCount() )
|
|
{
|
|
dwLastSpewTime = GetGameTickCount();
|
|
OutputDebugString( "No supported controllers are active, activate one.\n" );
|
|
}
|
|
|
|
// Clear all keys
|
|
m_SetKeysDown.clear();
|
|
}
|
|
else
|
|
{
|
|
// Get status of the first found controller now
|
|
CellPadData padData;
|
|
int ret = cellPadGetData( m_iCurrentPadIndex, &padData );
|
|
|
|
// If we got data ok, and if the data is new (len != 0) then process it
|
|
if ( ret == CELL_OK && padData.len )
|
|
{
|
|
if ( padData.button[CELL_PAD_BTN_OFFSET_DIGITAL2] & CELL_PAD_CTRL_R2 )
|
|
{
|
|
m_SetKeysDown.insert( 0x57 ); // W key, thrusters, mapped to R2 on PS3
|
|
}
|
|
else
|
|
{
|
|
m_SetKeysDown.erase( 0x57 );
|
|
}
|
|
|
|
if ( padData.button[CELL_PAD_BTN_OFFSET_DIGITAL2] & CELL_PAD_CTRL_L2 )
|
|
{
|
|
m_SetKeysDown.insert( 0x53 ); // S key, reverse thrusters, mapped to L2 on PS3
|
|
}
|
|
else
|
|
{
|
|
m_SetKeysDown.erase( 0x53 );
|
|
}
|
|
|
|
if ( padData.button[CELL_PAD_BTN_OFFSET_DIGITAL2] & CELL_PAD_CTRL_CROSS )
|
|
{
|
|
// Mapped to both enter in menus, and fire in game
|
|
m_SetKeysDown.insert( VK_RETURN );
|
|
m_SetKeysDown.insert( VK_SPACE );
|
|
}
|
|
else
|
|
{
|
|
m_SetKeysDown.erase( VK_RETURN );
|
|
m_SetKeysDown.erase( VK_SPACE );
|
|
}
|
|
|
|
if ( padData.button[CELL_PAD_BTN_OFFSET_DIGITAL2] & CELL_PAD_CTRL_CIRCLE )
|
|
{
|
|
m_SetKeysDown.insert( VK_ESCAPE );
|
|
}
|
|
else
|
|
{
|
|
m_SetKeysDown.erase( VK_ESCAPE );
|
|
}
|
|
|
|
if ( padData.button[CELL_PAD_BTN_OFFSET_DIGITAL1] & CELL_PAD_CTRL_UP || padData.button[CELL_PAD_BTN_OFFSET_ANALOG_LEFT_Y] == 0x00 )
|
|
{
|
|
m_SetKeysDown.insert( VK_UP );
|
|
}
|
|
else
|
|
{
|
|
m_SetKeysDown.erase( VK_UP );
|
|
}
|
|
|
|
if ( padData.button[CELL_PAD_BTN_OFFSET_DIGITAL1] & CELL_PAD_CTRL_DOWN || padData.button[CELL_PAD_BTN_OFFSET_ANALOG_LEFT_Y] == 0xFF )
|
|
{
|
|
m_SetKeysDown.insert( VK_DOWN );
|
|
}
|
|
else
|
|
{
|
|
m_SetKeysDown.erase( VK_DOWN );
|
|
}
|
|
|
|
if ( padData.button[CELL_PAD_BTN_OFFSET_DIGITAL1] & CELL_PAD_CTRL_LEFT || padData.button[CELL_PAD_BTN_OFFSET_ANALOG_LEFT_X] == 0x00 )
|
|
{
|
|
m_SetKeysDown.insert( 0x41 ); // A Key, mapped to left on PS3
|
|
}
|
|
else
|
|
{
|
|
m_SetKeysDown.erase( 0x41 );
|
|
}
|
|
|
|
if ( padData.button[CELL_PAD_BTN_OFFSET_DIGITAL1] & CELL_PAD_CTRL_RIGHT || padData.button[CELL_PAD_BTN_OFFSET_ANALOG_LEFT_X] == 0xFF )
|
|
{
|
|
m_SetKeysDown.insert( 0x44 ); // D key, mapped to right on PS3
|
|
}
|
|
else
|
|
{
|
|
m_SetKeysDown.erase( 0x44 );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Find out if a key is currently down
|
|
//-----------------------------------------------------------------------------
|
|
bool CGameEnginePS3::BIsKeyDown( DWORD dwVK )
|
|
{
|
|
std::set<DWORD>::iterator iter;
|
|
iter = m_SetKeysDown.find( dwVK );
|
|
if ( iter != m_SetKeysDown.end() )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Get a down key value
|
|
//-----------------------------------------------------------------------------
|
|
bool CGameEnginePS3::BGetFirstKeyDown( DWORD *pdwVK )
|
|
{
|
|
std::set<DWORD>::iterator iter;
|
|
iter = m_SetKeysDown.begin();
|
|
if ( iter != m_SetKeysDown.end() )
|
|
{
|
|
*pdwVK = *iter;
|
|
m_SetKeysDown.erase( iter );
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Find the engine instance tied to a given ptr
|
|
//-----------------------------------------------------------------------------
|
|
CGameEnginePS3 * CGameEnginePS3::FindEngineInstanceForPtr( void *ptr )
|
|
{
|
|
std::map<void *, CGameEnginePS3 *>::iterator iter;
|
|
iter = m_MapEngineInstances.find( ptr );
|
|
if ( iter == m_MapEngineInstances.end() )
|
|
return NULL;
|
|
else
|
|
return iter->second;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Add the engine instance tied to a given ptr to our static map
|
|
//-----------------------------------------------------------------------------
|
|
void CGameEnginePS3::AddInstanceToPtrMap( CGameEnginePS3 *pInstance )
|
|
{
|
|
m_MapEngineInstances[(void*)pInstance] = pInstance;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Removes the instance associated with a given ptr from the map
|
|
//-----------------------------------------------------------------------------
|
|
void CGameEnginePS3::RemoveInstanceFromPtrMap( void *ptr )
|
|
{
|
|
std::map<void *, CGameEnginePS3 *>::iterator iter;
|
|
iter = m_MapEngineInstances.find( ptr );
|
|
if ( iter != m_MapEngineInstances.end() )
|
|
m_MapEngineInstances.erase( iter );
|
|
}
|
|
|