2 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
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.
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.
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/>.
17 #include "supertux/screen_manager.hpp"
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/constants.hpp"
26 #include "supertux/console.hpp"
27 #include "supertux/gameconfig.hpp"
28 #include "supertux/globals.hpp"
29 #include "supertux/main.hpp"
30 #include "supertux/player_status.hpp"
31 #include "supertux/resources.hpp"
32 #include "supertux/screen_fade.hpp"
33 #include "supertux/screen.hpp"
34 #include "supertux/timer.hpp"
35 #include "video/drawing_context.hpp"
36 #include "video/renderer.hpp"
39 /** ticks (as returned from SDL_GetTicks) per frame */
40 static const Uint32 TICKS_PER_FRAME = (Uint32) (1000.0 / LOGICAL_FPS);
41 /** don't skip more than every 2nd frame */
42 static const int MAX_FRAME_SKIP = 2;
44 ScreenManager::ScreenManager() :
46 m_menu_manager(new MenuManager),
57 screenshot_requested(false)
59 using namespace scripting;
60 TimeScheduler::instance = new TimeScheduler();
63 ScreenManager::~ScreenManager()
65 using namespace scripting;
66 delete TimeScheduler::instance;
67 TimeScheduler::instance = NULL;
69 for(std::vector<Screen*>::iterator i = screen_stack.begin();
70 i != screen_stack.end(); ++i) {
76 ScreenManager::push_screen(Screen* screen, ScreenFade* screen_fade)
78 this->next_screen.reset(screen);
79 this->screen_fade.reset(screen_fade);
86 ScreenManager::exit_screen(ScreenFade* screen_fade)
88 next_screen.reset(NULL);
89 this->screen_fade.reset(screen_fade);
95 ScreenManager::set_screen_fade(ScreenFade* screen_fade)
97 this->screen_fade.reset(screen_fade);
101 ScreenManager::quit(ScreenFade* screen_fade)
103 for(std::vector<Screen*>::iterator i = screen_stack.begin();
104 i != screen_stack.end(); ++i)
106 screen_stack.clear();
108 exit_screen(screen_fade);
112 ScreenManager::set_speed(float speed)
118 ScreenManager::get_speed() const
124 ScreenManager::has_no_pending_fadeout() const
126 return screen_fade.get() == NULL || screen_fade->done();
130 ScreenManager::draw_fps(DrawingContext& context, float fps_fps)
133 snprintf(str, sizeof(str), "%3.1f", fps_fps);
134 const char* fpstext = "FPS";
135 context.draw_text(Resources::small_font, fpstext,
136 Vector(SCREEN_WIDTH - Resources::small_font->get_text_width(fpstext) - Resources::small_font->get_text_width(" 99999") - BORDER_X,
137 BORDER_Y + 20), ALIGN_LEFT, LAYER_HUD);
138 context.draw_text(Resources::small_font, str, Vector(SCREEN_WIDTH - BORDER_X, BORDER_Y + 20), ALIGN_RIGHT, LAYER_HUD);
142 ScreenManager::draw(DrawingContext& context)
144 static Uint32 fps_ticks = SDL_GetTicks();
145 static int frame_count = 0;
147 current_screen->draw(context);
148 if(MenuManager::instance().current() != NULL)
149 MenuManager::instance().current()->draw(context);
150 if(screen_fade.get() != NULL)
151 screen_fade->draw(context);
152 Console::instance->draw(context);
154 if(g_config->show_fps)
155 draw_fps(context, fps);
157 // if a screenshot was requested, pass request on to drawing_context
158 if (screenshot_requested) {
159 context.take_screenshot();
160 screenshot_requested = false;
162 context.do_drawing();
164 /* Calculate frames per second */
165 if(g_config->show_fps)
169 if(SDL_GetTicks() - fps_ticks >= 500)
171 fps = (float) frame_count / .5;
173 fps_ticks = SDL_GetTicks();
179 ScreenManager::update_gamelogic(float elapsed_time)
181 scripting::update_debugger();
182 scripting::TimeScheduler::instance->update(game_time);
183 current_screen->update(elapsed_time);
184 if (MenuManager::instance().current() != NULL)
185 MenuManager::instance().current()->update();
186 if(screen_fade.get() != NULL)
187 screen_fade->update(elapsed_time);
188 Console::instance->update(elapsed_time);
192 ScreenManager::process_events()
194 g_input_manager->update();
196 while(SDL_PollEvent(&event))
198 g_input_manager->process_event(event);
200 if(MenuManager::instance().current() != NULL)
201 MenuManager::instance().current()->event(event);
209 case SDL_WINDOWEVENT:
210 switch(event.window.event)
212 case SDL_WINDOWEVENT_RESIZED:
213 Renderer::instance()->resize(event.window.data1,
215 MenuManager::instance().recalc_pos();
221 if (event.key.keysym.sym == SDLK_F10)
223 g_config->show_fps = !g_config->show_fps;
225 if (event.key.keysym.sym == SDLK_F11)
227 g_config->use_fullscreen = !g_config->use_fullscreen;
228 Renderer::instance()->apply_config();
229 MenuManager::instance().recalc_pos();
231 else if (event.key.keysym.sym == SDLK_PRINTSCREEN ||
232 event.key.keysym.sym == SDLK_F12)
236 else if (event.key.keysym.sym == SDLK_F1 &&
237 event.key.keysym.mod & KMOD_CTRL)
239 Console::instance->toggle();
240 g_config->console_enabled = true;
249 ScreenManager::handle_screen_switch()
251 while( (next_screen.get() != NULL || nextpop) &&
252 has_no_pending_fadeout()) {
253 if(current_screen.get() != NULL) {
254 current_screen->leave();
258 if(screen_stack.empty()) {
262 next_screen.reset(screen_stack.back());
263 screen_stack.pop_back();
265 if(nextpush && current_screen.get() != NULL) {
266 screen_stack.push_back(current_screen.release());
272 Screen* next_screen_ptr = next_screen.release();
273 next_screen.reset(0);
275 next_screen_ptr->setup();
276 current_screen.reset(next_screen_ptr);
277 screen_fade.reset(NULL);
279 waiting_threads.wakeup();
284 ScreenManager::run(DrawingContext &context)
286 Uint32 last_ticks = 0;
287 Uint32 elapsed_ticks = 0;
292 handle_screen_switch();
293 if(!running || current_screen.get() == NULL)
296 Uint32 ticks = SDL_GetTicks();
297 elapsed_ticks += ticks - last_ticks;
300 Uint32 ticks_per_frame = (Uint32) (TICKS_PER_FRAME * g_game_speed);
302 if (elapsed_ticks > ticks_per_frame*4) {
303 // when the game loads up or levels are switched the
304 // elapsed_ticks grows extremely large, so we just ignore those
309 if(elapsed_ticks < ticks_per_frame)
311 Uint32 delay_ticks = ticks_per_frame - elapsed_ticks;
312 SDL_Delay(delay_ticks);
313 last_ticks += delay_ticks;
314 elapsed_ticks += delay_ticks;
319 while(elapsed_ticks >= ticks_per_frame && frames < MAX_FRAME_SKIP)
321 elapsed_ticks -= ticks_per_frame;
322 float timestep = 1.0 / LOGICAL_FPS;
323 real_time += timestep;
325 game_time += timestep;
328 update_gamelogic(timestep);
334 sound_manager->update();
339 ScreenManager::take_screenshot()
341 screenshot_requested = true;