Minor cleanup in ScreenManager
[supertux.git] / src / supertux / screen_manager.cpp
1 //  SuperTux
2 //  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
3 //
4 //  This program is free software: you can redistribute it and/or modify
5 //  it under the terms of the GNU General Public License as published by
6 //  the Free Software Foundation, either version 3 of the License, or
7 //  (at your option) any later version.
8 //
9 //  This program is distributed in the hope that it will be useful,
10 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
11 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
12 //  GNU General Public License for more details.
13 //
14 //  You should have received a copy of the GNU General Public License
15 //  along with this program.  If not, see <http://www.gnu.org/licenses/>.
16
17 #include "supertux/screen_manager.hpp"
18
19 #include "audio/sound_manager.hpp"
20 #include "control/input_manager.hpp"
21 #include "gui/menu.hpp"
22 #include "gui/menu_manager.hpp"
23 #include "scripting/squirrel_util.hpp"
24 #include "scripting/time_scheduler.hpp"
25 #include "supertux/console.hpp"
26 #include "supertux/constants.hpp"
27 #include "supertux/gameconfig.hpp"
28 #include "supertux/globals.hpp"
29 #include "supertux/main.hpp"
30 #include "supertux/menu/menu_storage.hpp"
31 #include "supertux/player_status.hpp"
32 #include "supertux/resources.hpp"
33 #include "supertux/screen.hpp"
34 #include "supertux/screen_fade.hpp"
35 #include "supertux/timer.hpp"
36 #include "video/drawing_context.hpp"
37 #include "video/renderer.hpp"
38
39 #include <stdio.h>
40 /** ticks (as returned from SDL_GetTicks) per frame */
41 static const Uint32 TICKS_PER_FRAME = (Uint32) (1000.0 / LOGICAL_FPS);
42 /** don't skip more than every 2nd frame */
43 static const int MAX_FRAME_SKIP = 2;
44
45 ScreenManager::ScreenManager() :
46   m_waiting_threads(),
47   m_menu_storage(new MenuStorage),
48   m_menu_manager(new MenuManager),
49   m_running(),
50   m_speed(1.0),
51   m_nextpop(false),
52   m_nextpush(false),
53   m_fps(0),
54   m_next_screen(),
55   m_current_screen(),
56   m_screen_fade(),
57   m_screen_stack(),
58   m_screenshot_requested(false)
59 {
60   using namespace scripting;
61   TimeScheduler::instance = new TimeScheduler();
62 }
63
64 ScreenManager::~ScreenManager()
65 {
66   using namespace scripting;
67   delete TimeScheduler::instance;
68   TimeScheduler::instance = NULL;
69 }
70
71 void
72 ScreenManager::push_screen(std::unique_ptr<Screen> screen, std::unique_ptr<ScreenFade> screen_fade)
73 {
74   assert(!m_next_screen);
75   m_next_screen = std::move(screen);
76   m_screen_fade = std::move(screen_fade);
77   m_nextpush = !m_nextpop;
78   m_nextpop = false;
79   m_speed = 1.0f;
80 }
81
82 void
83 ScreenManager::exit_screen(std::unique_ptr<ScreenFade> screen_fade)
84 {
85   m_next_screen.reset();
86   m_screen_fade = std::move(screen_fade);
87   m_nextpop = true;
88   m_nextpush = false;
89 }
90
91 void
92 ScreenManager::set_screen_fade(std::unique_ptr<ScreenFade> screen_fade)
93 {
94   m_screen_fade = std::move(screen_fade);
95 }
96
97 void
98 ScreenManager::quit(std::unique_ptr<ScreenFade> screen_fade)
99 {
100   m_screen_stack.clear();
101   exit_screen(std::move(screen_fade));
102 }
103
104 void
105 ScreenManager::set_speed(float speed)
106 {
107   m_speed = speed;
108 }
109
110 float
111 ScreenManager::get_speed() const
112 {
113   return m_speed;
114 }
115
116 bool
117 ScreenManager::has_no_pending_fadeout() const
118 {
119   return !m_screen_fade || m_screen_fade->done();
120 }
121
122 void
123 ScreenManager::draw_fps(DrawingContext& context, float fps_fps)
124 {
125   char str[60];
126   snprintf(str, sizeof(str), "%3.1f", fps_fps);
127   const char* fpstext = "FPS";
128   context.draw_text(Resources::small_font, fpstext,
129                     Vector(SCREEN_WIDTH - Resources::small_font->get_text_width(fpstext) - Resources::small_font->get_text_width(" 99999") - BORDER_X,
130                            BORDER_Y + 20), ALIGN_LEFT, LAYER_HUD);
131   context.draw_text(Resources::small_font, str, Vector(SCREEN_WIDTH - BORDER_X, BORDER_Y + 20), ALIGN_RIGHT, LAYER_HUD);
132 }
133
134 void
135 ScreenManager::draw(DrawingContext& context)
136 {
137   static Uint32 fps_ticks = SDL_GetTicks();
138   static int frame_count = 0;
139
140   m_current_screen->draw(context);
141   m_menu_manager->draw(context);
142   if (m_screen_fade)
143   {
144     m_screen_fade->draw(context);
145   }
146   Console::instance->draw(context);
147
148   if (g_config->show_fps)
149   {
150     draw_fps(context, m_fps);
151   }
152
153   // if a screenshot was requested, pass request on to drawing_context
154   if (m_screenshot_requested)
155   {
156     context.take_screenshot();
157     m_screenshot_requested = false;
158   }
159   context.do_drawing();
160
161   /* Calculate frames per second */
162   if (g_config->show_fps)
163   {
164     ++frame_count;
165
166     if (SDL_GetTicks() - fps_ticks >= 500)
167     {
168       m_fps = (float) frame_count / .5;
169       frame_count = 0;
170       fps_ticks = SDL_GetTicks();
171     }
172   }
173 }
174
175 void
176 ScreenManager::update_gamelogic(float elapsed_time)
177 {
178   scripting::update_debugger();
179   scripting::TimeScheduler::instance->update(game_time);
180   m_current_screen->update(elapsed_time);
181   m_menu_manager->process_input();
182   if (m_screen_fade)
183   {
184     m_screen_fade->update(elapsed_time);
185   }
186   Console::instance->update(elapsed_time);
187 }
188
189 void
190 ScreenManager::process_events()
191 {
192   g_input_manager->update();
193   SDL_Event event;
194   while (SDL_PollEvent(&event))
195   {
196     g_input_manager->process_event(event);
197
198     m_menu_manager->event(event);
199
200     switch(event.type)
201     {
202       case SDL_QUIT:
203         quit();
204         break;
205
206       case SDL_WINDOWEVENT:
207         switch(event.window.event)
208         {
209           case SDL_WINDOWEVENT_RESIZED:
210             Renderer::instance()->resize(event.window.data1,
211                                          event.window.data2);
212             m_menu_manager->on_window_resize();
213             break;
214         }
215         break;
216
217       case SDL_KEYDOWN:
218         if (event.key.keysym.sym == SDLK_F10)
219         {
220           g_config->show_fps = !g_config->show_fps;
221         }
222         else if (event.key.keysym.sym == SDLK_F11)
223         {
224           g_config->use_fullscreen = !g_config->use_fullscreen;
225           Renderer::instance()->apply_config();
226           m_menu_manager->on_window_resize();
227         }
228         else if (event.key.keysym.sym == SDLK_PRINTSCREEN ||
229                  event.key.keysym.sym == SDLK_F12)
230         {
231           take_screenshot();
232         }
233         else if (event.key.keysym.sym == SDLK_F1 &&
234                  event.key.keysym.mod & KMOD_CTRL)
235         {
236           Console::instance->toggle();
237           g_config->console_enabled = true;
238           g_config->save();
239         }
240         break;
241     }
242   }
243 }
244
245 void
246 ScreenManager::handle_screen_switch()
247 {
248   while ((m_next_screen || m_nextpop) &&
249         has_no_pending_fadeout())
250   {
251     if (m_current_screen) {
252       m_current_screen->leave();
253     }
254
255     if (m_nextpop) {
256       if (m_screen_stack.empty()) {
257         m_running = false;
258         break;
259       }
260       m_next_screen = std::move(m_screen_stack.back());
261       m_screen_stack.pop_back();
262     }
263     if (m_nextpush && m_current_screen) {
264       m_screen_stack.push_back(std::move(m_current_screen));
265     }
266
267     m_nextpush = false;
268     m_nextpop = false;
269     m_speed = 1.0;
270     m_current_screen = std::move(m_next_screen);
271     if (m_current_screen)
272     {
273       m_current_screen->setup();
274     }
275     m_screen_fade.reset();
276
277     m_waiting_threads.wakeup();
278   }
279 }
280
281 void
282 ScreenManager::run(DrawingContext &context)
283 {
284   Uint32 last_ticks = 0;
285   Uint32 elapsed_ticks = 0;
286
287   m_running = true;
288   while (m_running)
289   {
290     handle_screen_switch();
291     if (!m_running || !m_current_screen)
292     {
293       break;
294     }
295
296     Uint32 ticks = SDL_GetTicks();
297     elapsed_ticks += ticks - last_ticks;
298     last_ticks = ticks;
299
300     Uint32 ticks_per_frame = (Uint32) (TICKS_PER_FRAME * g_game_speed);
301
302     if (elapsed_ticks > ticks_per_frame*4)
303     {
304       // when the game loads up or levels are switched the
305       // elapsed_ticks grows extremely large, so we just ignore those
306       // large time jumps
307       elapsed_ticks = 0;
308     }
309
310     if (elapsed_ticks < ticks_per_frame)
311     {
312       Uint32 delay_ticks = ticks_per_frame - elapsed_ticks;
313       SDL_Delay(delay_ticks);
314       last_ticks += delay_ticks;
315       elapsed_ticks += delay_ticks;
316     }
317
318     int frames = 0;
319
320     while (elapsed_ticks >= ticks_per_frame && frames < MAX_FRAME_SKIP)
321     {
322       elapsed_ticks -= ticks_per_frame;
323       float timestep = 1.0 / LOGICAL_FPS;
324       real_time += timestep;
325       timestep *= m_speed;
326       game_time += timestep;
327
328       process_events();
329       update_gamelogic(timestep);
330       frames += 1;
331     }
332
333     draw(context);
334
335     sound_manager->update();
336   }
337 }
338
339 void
340 ScreenManager::take_screenshot()
341 {
342   m_screenshot_requested = true;
343 }
344
345 /* EOF */