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/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"
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;
45 ScreenManager::ScreenManager() :
47 m_menu_storage(new MenuStorage),
48 m_menu_manager(new MenuManager),
59 screenshot_requested(false)
61 using namespace scripting;
62 TimeScheduler::instance = new TimeScheduler();
65 ScreenManager::~ScreenManager()
67 using namespace scripting;
68 delete TimeScheduler::instance;
69 TimeScheduler::instance = NULL;
73 ScreenManager::push_screen(std::unique_ptr<Screen> screen, std::unique_ptr<ScreenFade> screen_fade)
75 assert(!this->next_screen);
76 this->next_screen = std::move(screen);
77 this->screen_fade = std::move(screen_fade);
84 ScreenManager::exit_screen(std::unique_ptr<ScreenFade> screen_fade)
87 this->screen_fade = std::move(screen_fade);
93 ScreenManager::set_screen_fade(std::unique_ptr<ScreenFade> screen_fade)
95 this->screen_fade = std::move(screen_fade);
99 ScreenManager::quit(std::unique_ptr<ScreenFade> screen_fade)
101 screen_stack.clear();
102 exit_screen(std::move(screen_fade));
106 ScreenManager::set_speed(float speed)
112 ScreenManager::get_speed() const
118 ScreenManager::has_no_pending_fadeout() const
120 return screen_fade.get() == NULL || screen_fade->done();
124 ScreenManager::draw_fps(DrawingContext& context, float fps_fps)
127 snprintf(str, sizeof(str), "%3.1f", fps_fps);
128 const char* fpstext = "FPS";
129 context.draw_text(Resources::small_font, fpstext,
130 Vector(SCREEN_WIDTH - Resources::small_font->get_text_width(fpstext) - Resources::small_font->get_text_width(" 99999") - BORDER_X,
131 BORDER_Y + 20), ALIGN_LEFT, LAYER_HUD);
132 context.draw_text(Resources::small_font, str, Vector(SCREEN_WIDTH - BORDER_X, BORDER_Y + 20), ALIGN_RIGHT, LAYER_HUD);
136 ScreenManager::draw(DrawingContext& context)
138 static Uint32 fps_ticks = SDL_GetTicks();
139 static int frame_count = 0;
141 current_screen->draw(context);
142 m_menu_manager->draw(context);
143 if(screen_fade.get() != NULL)
144 screen_fade->draw(context);
145 Console::instance->draw(context);
147 if(g_config->show_fps)
148 draw_fps(context, fps);
150 // if a screenshot was requested, pass request on to drawing_context
151 if (screenshot_requested) {
152 context.take_screenshot();
153 screenshot_requested = false;
155 context.do_drawing();
157 /* Calculate frames per second */
158 if(g_config->show_fps)
162 if(SDL_GetTicks() - fps_ticks >= 500)
164 fps = (float) frame_count / .5;
166 fps_ticks = SDL_GetTicks();
172 ScreenManager::update_gamelogic(float elapsed_time)
174 scripting::update_debugger();
175 scripting::TimeScheduler::instance->update(game_time);
176 current_screen->update(elapsed_time);
177 if (m_menu_manager->current() != NULL)
178 m_menu_manager->current()->update();
179 if(screen_fade.get() != NULL)
180 screen_fade->update(elapsed_time);
181 Console::instance->update(elapsed_time);
185 ScreenManager::process_events()
187 g_input_manager->update();
189 while(SDL_PollEvent(&event))
191 g_input_manager->process_event(event);
193 if(m_menu_manager->current() != NULL)
194 m_menu_manager->current()->event(event);
202 case SDL_WINDOWEVENT:
203 switch(event.window.event)
205 case SDL_WINDOWEVENT_RESIZED:
206 Renderer::instance()->resize(event.window.data1,
208 m_menu_manager->recalc_pos();
214 if (event.key.keysym.sym == SDLK_F10)
216 g_config->show_fps = !g_config->show_fps;
218 if (event.key.keysym.sym == SDLK_F11)
220 g_config->use_fullscreen = !g_config->use_fullscreen;
221 Renderer::instance()->apply_config();
222 m_menu_manager->recalc_pos();
224 else if (event.key.keysym.sym == SDLK_PRINTSCREEN ||
225 event.key.keysym.sym == SDLK_F12)
229 else if (event.key.keysym.sym == SDLK_F1 &&
230 event.key.keysym.mod & KMOD_CTRL)
232 Console::instance->toggle();
233 g_config->console_enabled = true;
242 ScreenManager::handle_screen_switch()
244 while((next_screen || nextpop) &&
245 has_no_pending_fadeout())
248 current_screen->leave();
252 if(screen_stack.empty()) {
256 next_screen = std::move(screen_stack.back());
257 screen_stack.pop_back();
259 if(nextpush && current_screen) {
260 screen_stack.push_back(std::move(current_screen));
266 current_screen = std::move(next_screen);
268 current_screen->setup();
271 waiting_threads.wakeup();
276 ScreenManager::run(DrawingContext &context)
278 Uint32 last_ticks = 0;
279 Uint32 elapsed_ticks = 0;
284 handle_screen_switch();
285 if(!running || !current_screen)
288 Uint32 ticks = SDL_GetTicks();
289 elapsed_ticks += ticks - last_ticks;
292 Uint32 ticks_per_frame = (Uint32) (TICKS_PER_FRAME * g_game_speed);
294 if (elapsed_ticks > ticks_per_frame*4) {
295 // when the game loads up or levels are switched the
296 // elapsed_ticks grows extremely large, so we just ignore those
301 if(elapsed_ticks < ticks_per_frame)
303 Uint32 delay_ticks = ticks_per_frame - elapsed_ticks;
304 SDL_Delay(delay_ticks);
305 last_ticks += delay_ticks;
306 elapsed_ticks += delay_ticks;
311 while(elapsed_ticks >= ticks_per_frame && frames < MAX_FRAME_SKIP)
313 elapsed_ticks -= ticks_per_frame;
314 float timestep = 1.0 / LOGICAL_FPS;
315 real_time += timestep;
317 game_time += timestep;
320 update_gamelogic(timestep);
326 sound_manager->update();
331 ScreenManager::take_screenshot()
333 screenshot_requested = true;