Update INSTALL to tell users to do CMAKE_BUILD_TYPE=DEBUG rather that DEBUG=ON
[supertux.git] / src / mainloop.cpp
index 3d4ec4b..0add5f9 100644 (file)
 #include "screen_fade.hpp"
 #include "timer.hpp"
 #include "player_status.hpp"
+#include "video/renderer.hpp"
 #include "random_generator.hpp"
 
-// the engine will be run with a logical framerate of 64fps.
-// We chose 64fps here because it is a power of 2, so 1/64 gives an "even"
-// binary fraction...
-static const float LOGICAL_FPS = 64.0;
 /** ticks (as returned from SDL_GetTicks) per frame */
 static const Uint32 TICKS_PER_FRAME = (Uint32) (1000.0 / LOGICAL_FPS);
 /** don't skip more than every 2nd frame */
@@ -123,8 +120,8 @@ MainLoop::draw_fps(DrawingContext& context, float fps_fps)
   char str[60];
   snprintf(str, sizeof(str), "%3.1f", fps_fps);
   const char* fpstext = "FPS";
-  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), ALIGN_LEFT, LAYER_HUD);
-  context.draw_text(gold_text, str, Vector(SCREEN_WIDTH - BORDER_X, BORDER_Y + 20), ALIGN_RIGHT, LAYER_HUD);
+  context.draw_text(small_font, fpstext, Vector(SCREEN_WIDTH - small_font->get_text_width(fpstext) - small_font->get_text_width(" 99999") - BORDER_X, BORDER_Y + 20), ALIGN_LEFT, LAYER_HUD);
+  context.draw_text(small_font, str, Vector(SCREEN_WIDTH - BORDER_X, BORDER_Y + 20), ALIGN_RIGHT, LAYER_HUD);
 }
 
 void
@@ -179,21 +176,53 @@ void
 MainLoop::process_events()
 {
   main_controller->update();
+  Uint8* keystate = SDL_GetKeyState(NULL);
   SDL_Event event;
-  while(SDL_PollEvent(&event)) {
-    main_controller->process_event(event);
-    if(Menu::current() != NULL)
-      Menu::current()->event(event);
-    if(event.type == SDL_QUIT)
-      quit();
-    else if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_F11) {
-      config->use_fullscreen = !config->use_fullscreen;
-      init_video();
-    }
-    else if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_PRINT) {
-      take_screenshot();
+  while(SDL_PollEvent(&event)) 
+    {
+      main_controller->process_event(event);
+
+      if(Menu::current() != NULL)
+        Menu::current()->event(event);
+
+      switch(event.type)
+        {
+          case SDL_QUIT:
+            quit();
+            break;
+              
+          case SDL_VIDEORESIZE:
+            Renderer::instance()->resize(event.resize.w, event.resize.h);
+            Menu::recalc_pos();
+            break;
+            
+          case SDL_KEYDOWN:
+            if (event.key.keysym.sym == SDLK_F10)
+              {
+                config->show_fps = !config->show_fps;
+              }
+            if (event.key.keysym.sym == SDLK_F11) 
+              {
+                config->use_fullscreen = !config->use_fullscreen;
+                init_video();
+                Menu::recalc_pos();
+              }
+            else if (event.key.keysym.sym == SDLK_PRINT ||
+                     event.key.keysym.sym == SDLK_F12)
+              {
+                take_screenshot();
+              }
+            else if (event.key.keysym.sym == SDLK_F1 &&
+                     (keystate[SDLK_LCTRL] || keystate[SDLK_RCTRL]) &&
+                     keystate[SDLK_c])
+              {
+                Console::instance->toggle();
+                config->console_enabled = true;
+                config->save();
+              }
+            break;
+        }
     }
-  }
 }
 
 void
@@ -220,9 +249,11 @@ MainLoop::handle_screen_switch()
     nextpush = false;
     nextpop = false;
     speed = 1.0;
-    if(next_screen.get() != NULL)
-      next_screen->setup();
-    current_screen.reset(next_screen.release());
+    Screen* next_screen_ptr = next_screen.release();
+    next_screen.reset(0);
+    if(next_screen_ptr)
+      next_screen_ptr->setup();
+    current_screen.reset(next_screen_ptr);
     screen_fade.reset(NULL);
 
     waiting_threads.wakeup();
@@ -246,11 +277,11 @@ MainLoop::run(DrawingContext &context)
     elapsed_ticks += ticks - last_ticks;
     last_ticks = ticks;
 
-    Uint32 ticks_per_frame = TICKS_PER_FRAME * game_speed;
+    Uint32 ticks_per_frame = (Uint32) (TICKS_PER_FRAME * game_speed);
 
     if (elapsed_ticks > ticks_per_frame*4) {
       // when the game loads up or levels are switched the
-      // elapsed_ticks grows extremly large, so we just ignore those
+      // elapsed_ticks grows extremely large, so we just ignore those
       // large time jumps
       elapsed_ticks = 0;
     }