4 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
6 // This program is free software; you can redistribute it and/or
7 // modify it under the terms of the GNU General Public License
8 // as published by the Free Software Foundation; either version 2
9 // of the License, or (at your option) any later version.
11 // This program is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with this program; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
21 #include "mainloop.hpp"
25 #include "video/drawing_context.hpp"
26 #include "control/joystickkeyboardcontroller.hpp"
27 #include "gui/menu.hpp"
28 #include "audio/sound_manager.hpp"
29 #include "scripting/time_scheduler.hpp"
30 #include "scripting/squirrel_util.hpp"
31 #include "gameconfig.hpp"
33 #include "resources.hpp"
35 #include "screen_fade.hpp"
37 #include "player_status.hpp"
38 #include "random_generator.hpp"
40 // the engine will be run with a logical framerate of 64fps.
41 // We chose 64fps here because it is a power of 2, so 1/64 gives an "even"
43 static const float LOGICAL_FPS = 64.0;
44 /** ticks (as returned from SDL_GetTicks) per frame */
45 static const Uint32 TICKS_PER_FRAME = (Uint32) (1000.0 / LOGICAL_FPS);
46 /** don't skip more than every 2nd frame */
47 static const int MAX_FRAME_SKIP = 2;
49 MainLoop* main_loop = NULL;
52 : speed(1.0), nextpop(false), nextpush(false)
54 using namespace Scripting;
55 TimeScheduler::instance = new TimeScheduler();
60 using namespace Scripting;
61 delete TimeScheduler::instance;
62 TimeScheduler::instance = NULL;
64 for(std::vector<Screen*>::iterator i = screen_stack.begin();
65 i != screen_stack.end(); ++i) {
71 MainLoop::push_screen(Screen* screen, ScreenFade* screen_fade)
73 this->next_screen.reset(screen);
74 this->screen_fade.reset(screen_fade);
81 MainLoop::exit_screen(ScreenFade* screen_fade)
83 next_screen.reset(NULL);
84 this->screen_fade.reset(screen_fade);
90 MainLoop::set_screen_fade(ScreenFade* screen_fade)
92 this->screen_fade.reset(screen_fade);
96 MainLoop::quit(ScreenFade* screen_fade)
98 for(std::vector<Screen*>::iterator i = screen_stack.begin();
99 i != screen_stack.end(); ++i)
101 screen_stack.clear();
103 exit_screen(screen_fade);
107 MainLoop::set_speed(float speed)
113 MainLoop::draw_fps(DrawingContext& context, float fps_fps)
116 snprintf(str, sizeof(str), "%3.1f", fps_fps);
117 const char* fpstext = "FPS";
118 context.draw_text(white_text, fpstext, Vector(SCREEN_WIDTH - white_text->get_text_width(fpstext) - gold_text->get_text_width(" 99999") - BORDER_X, BORDER_Y + 20), LEFT_ALLIGN, LAYER_HUD);
119 context.draw_text(gold_text, str, Vector(SCREEN_WIDTH - BORDER_X, BORDER_Y + 20), RIGHT_ALLIGN, LAYER_HUD);
123 MainLoop::draw(DrawingContext& context)
125 static Uint32 fps_ticks = SDL_GetTicks();
126 static int frame_count = 0;
128 current_screen->draw(context);
129 if(Menu::current() != NULL)
130 Menu::current()->draw(context);
131 if(screen_fade.get() != NULL)
132 screen_fade->draw(context);
133 Console::instance->draw(context);
136 draw_fps(context, fps);
138 context.do_drawing();
140 /* Calculate frames per second */
145 if(SDL_GetTicks() - fps_ticks >= 500)
147 fps = (float) frame_count / .5;
149 fps_ticks = SDL_GetTicks();
155 MainLoop::update_gamelogic(float elapsed_time)
157 Scripting::update_debugger();
158 Scripting::TimeScheduler::instance->update(game_time);
159 current_screen->update(elapsed_time);
160 if(screen_fade.get() != NULL)
161 screen_fade->update(elapsed_time);
162 Console::instance->update(elapsed_time);
166 MainLoop::process_events()
168 main_controller->update();
170 while(SDL_PollEvent(&event)) {
171 main_controller->process_event(event);
172 if(Menu::current() != NULL)
173 Menu::current()->event(event);
174 if(event.type == SDL_QUIT)
180 MainLoop::handle_screen_switch()
182 while( (next_screen.get() != NULL || nextpop) &&
183 (screen_fade.get() == NULL || screen_fade->done())) {
184 if(current_screen.get() != NULL) {
185 current_screen->leave();
189 if(screen_stack.empty()) {
193 next_screen.reset(screen_stack.back());
194 screen_stack.pop_back();
196 if(nextpush && current_screen.get() != NULL) {
197 screen_stack.push_back(current_screen.release());
203 if(next_screen.get() != NULL)
204 next_screen->setup();
205 current_screen.reset(next_screen.release());
206 screen_fade.reset(NULL);
208 waiting_threads.wakeup();
215 DrawingContext context;
217 Uint32 last_ticks = 0;
218 Uint32 elapsed_ticks = 0;
223 handle_screen_switch();
224 if(!running || current_screen.get() == NULL)
227 Uint32 ticks = SDL_GetTicks();
228 elapsed_ticks += ticks - last_ticks;
231 if (elapsed_ticks > TICKS_PER_FRAME*4) {
232 // when the game loads up or levels are switched the
233 // elapsed_ticks grows extremly large, so we just ignore those
240 if (elapsed_ticks > TICKS_PER_FRAME) {
241 while(elapsed_ticks > TICKS_PER_FRAME && frames < MAX_FRAME_SKIP) {
242 elapsed_ticks -= TICKS_PER_FRAME;
243 float timestep = 1.0 / LOGICAL_FPS;
244 real_time += timestep;
246 game_time += timestep;
249 update_gamelogic(timestep);
256 sound_manager->update();