== OpenGTA project overview == - \subpage Fileformats - \subpage Rendering \namespace Audio \brief Making noise. Very incomplete wrapper around \e SDL_sound and \e SDL_mixer. \namespace Loki \brief From: http://loki-lib.sourceforge.net/ Loki is a C++ library of designs, containing flexible implementations of common design patterns and idioms. I only use the \e Singleton a lot, but there is some nice code there. \namespace OpenGL \brief Drawing stuff A bunch of quite experimental code; the highlights: - #OpenGL::TextureCache The following are used as \e Singletons: - #OpenGL::Camera --- #OpenGL::CameraHolder - #OpenGL::Screen --- #OpenGL::ScreenHolder - #OpenGL::SpriteCache --- #OpenGL::SpriteCacheHolder \namespace Util \brief This and that - #Util::ci_string - #Util::Log - A bunch of exceptions derived from std::exception And a \e Singleton object: - #Util::BufferCache --- #Util::BufferCacheHolder = Fileformats of the GTA1 data files = Fortunately some documentation exists, specifically about the most important formats. Reading _(cds.doc) is probably vital; you may want them all. So in no particular order: include(`doc/doc_links.txt')dnl ~oh m4, your glorious thing~ Support for the following formats is implemented: - CMP (compressed map) #OpenGTA::Map - FNT (font bitmaps) #OpenGTA::Font - FXT (text strings) #OpenGTA::MessageDB - GRY (8bit graphics) #OpenGTA::Graphics8Bit - G24 (24 bit graphics) #OpenGTA::Graphics24Bit - SDT (RAW sound offsets) #OpenGTA::SoundsDB = Rendering the scene = The central part is #OpenGTA::CityView, which renders the #OpenGTA::Map using the graphics loaded inside a derived instance of #OpenGTA::GraphicsBase. CityView maintains a couple of #OpenGL::TextureCache (s) to store the texture-ids (for the static city blocks). #OpenGTA::BlockData contains the vertex data and texture coords for each of the of the possible blocks; this corresponds to #OpenGTA::Map::BlockInfo::slopeType. Drawing of objects (sprites) is being moved into #OpenGTA::SpriteManager, though this is not yet complete. #OpenGL::DrawableFont can display strings using the bitmaps from a #OpenGTA::Font.