Unity project added + basis marshalling between openrct2 and unity.

This commit is contained in:
Bas
2020-04-13 19:52:22 +02:00
parent 3f65f282d7
commit 77efda6439
287 changed files with 22512 additions and 0 deletions

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@@ -31,6 +31,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "openrct2-cli", "src\openrct
{D24D94F6-2A74-480C-B512-629C306CE92F} = {D24D94F6-2A74-480C-B512-629C306CE92F}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "openrct2-dll", "src\openrct2-dll\openrct2-dll.vcxproj", "{449AD0FF-15AA-42E3-B51B-B6E9BC0AB1ED}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
@@ -79,6 +81,14 @@ Global
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{B6808F71-30B4-4499-8FF6-0B1C86391842}.Release|x64.Build.0 = Release|x64
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@@ -89,6 +99,7 @@ Global
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GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {AE225595-70B7-4580-92EF-6F2B461EBFC7}

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@@ -0,0 +1,113 @@
#include "../openrct2/core/Path.hpp"
#include "../openrct2/core/String.hpp"
#include <openrct2/Context.h>
#include <openrct2/Game.h>
#include <openrct2/GameState.h>
#include <openrct2/OpenRCT2.h>
#include <openrct2/platform/platform.h>
#include <openrct2/world/Map.h>
#include <openrct2/world/Park.h>
#define EXPORT __declspec(dllexport)
using namespace OpenRCT2;
std::unique_ptr<IContext> context;
extern "C"
{
EXPORT void StartGame(const char* datapath)
{
printf("(me) StartGame( %s )\n", datapath);
_log_levels[DIAGNOSTIC_LEVEL_VERBOSE] = true;
gOpenRCT2Headless = true;
gOpenRCT2NoGraphics = true;
Path::GetAbsolute(gCustomOpenrctDataPath, std::size(gCustomOpenrctDataPath), datapath);
String::Set(gCustomRCT1DataPath, std::size(gCustomRCT1DataPath), "D:\\Games\\RollerCoaster Tycoon Deluxe\\data");
String::Set(gCustomRCT2DataPath, std::size(gCustomRCT2DataPath), "D:\\Games\\RollerCoaster Tycoon 2 Triple Thrill Pack\\data");
printf("(me) gCustomRCT1DataPath = %s\n(me) gCustomRCT2DataPath = %s\n", gCustomRCT1DataPath, gCustomRCT2DataPath);
// Create a plain context
core_init();
context = CreateContext(); // OpenRCT2::CreateContext()
bool result = context->Initialise();
printf("(me) Initialise = %i\n", result);
}
EXPORT void StopGame()
{
printf("(me) StopGame()\n");
context = nullptr;
}
EXPORT void LoadPark(const char* filepath)
{
printf("(me) LoadPark( %s )\n", filepath);
// this one gives lots of "Object not found" messages.
//context->LoadParkFromFile(std::string(filepath));
load_from_sv6(filepath);
game_load_init();
Park& park = context->GetGameState()->GetPark();
const char* name = park.Name.c_str();
printf("(me) LoadPark() = %s\n", name);
}
EXPORT const char* GetParkName()
{
Park& park = context->GetGameState()->GetPark();
const char* name = park.Name.c_str();
printf("(me) GetParkName() = %s\n", name);
return name;
}
EXPORT TileElement* GetMapElementAt(int x, int y)
{
TileElement* element = map_get_first_element_at({x, y});
printf("(me) GetMapElementAt( %i, %i )\n", x, y);
return element;
}
EXPORT int GetMapElementsAt(int x, int y, TileElement* elements, int arraySize)
{
int elementCount = 0;
TileElement* element = map_get_first_element_at({ x, y });
for (int i = 0; i < arraySize; i++)
{
elements[i] = *element;
elementCount++;
if (element->IsLastForTile())
break;
element++;
}
printf("(me) GetMapElementsAt( %i, %i ) = %i\n", x, y, elementCount);
return elementCount;
}
}

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@@ -0,0 +1,69 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<SolutionDir Condition="'$(SolutionDir)'==''">..\..\</SolutionDir>
</PropertyGroup>
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{449AD0FF-15AA-42E3-B51B-B6E9BC0AB1ED}</ProjectGuid>
<RootNamespace>openrct2-dll</RootNamespace>
<ProjectName>openrct2-dll</ProjectName>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
</PropertyGroup>
<PropertyGroup Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
</PropertyGroup>
<Import Project="..\..\openrct2.common.props" />
<PropertyGroup>
<TargetName>openrct2-dll</TargetName>
<LibraryPath>$(SolutionDir)bin;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<OutDir>$(SolutionDir)bin\dll-export\</OutDir>
</PropertyGroup>
<ItemDefinitionGroup>
<ClCompile>
<AdditionalOptions>$(OPENRCT2_CL_ADDITIONALOPTIONS) %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<AdditionalDependencies>libopenrct2.lib;libopenrct2ui.lib;%(AdditionalDependencies)</AdditionalDependencies>
<ProgramDatabaseFile>$(OutDir)openrct2-dll.pdb</ProgramDatabaseFile>
<SubSystem>Console</SubSystem>
</Link>
<Lib>
<TargetMachine Condition="'$(Platform)'=='Win32'">MachineX86</TargetMachine>
<TargetMachine Condition="'$(Platform)'=='x64'">MachineX64</TargetMachine>
</Lib>
<PostBuildEvent>
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">del /f /s /q "$(SolutionDir)src\openrct2-unity\Assets\Plugins\$(PlatformTarget)\"
xcopy /i /y /f "$(SolutionDir)bin\dll-export\*" "$(SolutionDir)src\openrct2-unity\Assets\Plugins\$(PlatformTarget)\"
</Command>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<ResourceCompile Include="..\..\resources\OpenRCT2.rc" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="openrct2-dll.cpp" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
</Project>

39
src/openrct2-unity/.gitignore vendored Normal file
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@@ -0,0 +1,39 @@
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/[Uu]ser[Ss]ettings/
# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/
# Asset meta data should only be ignored when the corresponding asset is also ignored
!/[Aa]ssets/**/*.meta
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
/[Aa]ssets/Plugins/Editor/JetBrains*
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Packed Addressables
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
# Temporary auto-generated Android Assets
/[Aa]ssets/[Ss]treamingAssets/aa.meta
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