Setting up a test application¶
REGoth comes with lots of small test utilities, which show specific parts of the game for easier testing and development. For example, there are viewers for the world mesh, characters, the waynet and some others.
All of those test applications reside directly inside the src
directory, with a name of
main_<Subject>.cpp
. The existing test applications shipped with REGoth are documented
here.
Hello REGoth!¶
To get started with your own “playgound”, let’s call it HelloREGoth, create a new C++ file
src/main_HelloREGoth.cpp
and add the following code to it:
#include <memory>
#include <core.hpp>
#include <log/logging.hpp>
// We extend the default engine.
class HelloREGoth : public REGoth::EmptyGame
{
public:
// Use the super class constructor for now.
using REGoth::EmptyGame::EmptyGame;
void setupMainCamera() override
{
REGoth::Engine::setupMainCamera();
}
void setupScene() override
{
// Your code to setup the test environment goes here, but let's just greet REGoth for now. :)
REGOTH_LOG(Info, Uncategorized, "Hello REGoth!");
}
};
int main(int argc, char** argv)
{
// Create a default configuration object and parse the command line arguments.
auto config = REGoth::parseArguments<REGoth::EngineConfig>(argc, argv);
// Construct the engine and pass the configuration object.
HelloREGoth engine{std::move(config)};
// Run the engine.
return REGoth::runEngine(engine);
}
The class REGoth::EmptyGame
handles setting up everything, and once you get to run the
executable, the engine will be running and display an empty window (because we didn’t actually set
up anything in ::HelloREGoth::setupScene()
).
Before running the executable, however, it first must be defined as a CMake target. To do so,
add the following lines to src/CMakeLists.txt
(to the very bottom, for example):
# Define the CMake target to build our executable.
add_executable(HelloREGoth main_HelloREGoth.cpp)
target_link_libraries(HelloREGoth REGothEngine samples-common)
Your code can then be build normally by just running cmake --build .
in the build
folder,
or also by explicitly specifying your target (cmake --build . --target HelloREGoth
).
If you now proceed to call the executable via ./HelloREGoth $GAME_PATH
(and given that
$GAME_PATH
is the path to a valid Gothic or Gothic 2 installation), you should see the
greeting [INFO] Hello REGoth!
in the logs.
Depending on what you want to examine, you may want to set up your test environment now by
defining the scene in ::HelloREGoth::setupScene()
. For more information, consider reading the
documentation on the scene structure, or look into the other
main_*.cpp
files shipped with REGoth.
Specifying a custom configuration¶
You may reach a point where you’d like to add command line options to more efficiently or more easily test certain aspects. The following template shows what needs to be added in order to make use of the internally used library, namely cxxopts, for command line parsing.
#include <memory>
#include <string>
#include <cxxopts.hpp>
#include <core.hpp>
#include <exception/Throw.hpp>
#include <log/logging.hpp>
// First we define our configuration object by extending the default configuration.
struct HelloREGothConfig : public REGoth::EngineConfig
{
// Here we define the CLI options using cxxopts.
virtual void registerCLIOptions(cxxopts::Options& opts) override
{
// We only define one option, namely `--greeting`, which will be written into the `greeting`
// attribute in this struct.
const std::string grp = "HelloREGoth";
opts.add_option(grp, "", "greeting", "Specify your custom greeting",
cxxopts::value<bs::String>(greeting), "[GREETING]");
}
// Here we can verify the parsed options and modify them if need be.
virtual void verifyCLIOptions() override
{
// Make sure to NOT greet JoTreeS!
if (greeting == "JoTreeS")
{
REGOTH_THROW(InvalidStateException, "A real Gothic fan would never greet JoTreeS!");
}
// If nothing is set, just greet REGoth. :)
if (greeting == "")
{
greeting = "REGoth";
}
}
// Here the greeting will be stored after parsing or after modification in `verifyCLIOptions`.
bs::String greeting;
};
// We don't derive from `REGoth::EmptyGame` now. Instead, we extend the class
// `REGoth::Engine` to add members for our configuration object and override relevant
// methods.
class HelloREGoth : public REGoth::Engine
{
public:
// We define a constructor to make sure that our engine can only be instantiated with
// the correct configuration object type.
HelloREGoth(std::unique_ptr<const HelloREGothConfig>&& config)
: mConfig{std::move(config)}
{
// pass
}
// We override the `config` getter to return the specified configuration object type.
const HelloREGothConfig* config() const override
{
return mConfig.get();
}
void setupMainCamera() override
{
REGoth::Engine::setupMainCamera();
}
void setupScene() override
{
// This time we greet whoever was mentioned via the `--greeting` CLI argument.
REGOTH_LOG(Info, Uncategorized, "Hello " + config()->greeting + "!");
}
private:
// In this member, our configuration object will be stored.
std::unique_ptr<const HelloREGothConfig> mConfig;
};
int main(int argc, char** argv)
{
// Create a default configuration object and parse the command line arguments.
auto config = REGoth::parseArguments<HelloREGothConfig>(argc, argv);
// Construct the engine and pass the configuration object.
HelloREGoth engine{std::move(config)};
// Run the engine.
return REGoth::runEngine(engine);
}
If you now call the executable ./HelloREGoth $GAME_PATH
, you will see that still “REGoth” will
be greeted (this is the default behaviour). However, after specifying the greeting, for example with
./HelloREGoth $GAME_PATH --greeting you
, you should see [INFO] Hello you!
instead.
(Don’t greet JoTreeS tho.)