-// $Id: worldmap.hpp 2800 2005-10-02 22:57:31Z matzebraun $
-//
+// $Id$
+//
// SuperTux
// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
//
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
-//
+//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "gameconfig.hpp"
#include "main.hpp"
#include "resources.hpp"
+#include "script_manager.hpp"
#include "screen.hpp"
#include "timer.hpp"
+#include "player_status.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"
MainLoop::MainLoop()
: speed(1.0)
{
- console.reset(new Console());
}
MainLoop::~MainLoop()
void
MainLoop::exit_screen()
{
+ if (screen_stack.size() < 1) {
+ quit();
+ return;
+ }
next_screen.reset(screen_stack.back());
nextpush = false;
screen_stack.pop_back();
}
void
+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), LEFT_ALLIGN, LAYER_FOREGROUND1);
+ context.draw_text(gold_text, str, Vector(SCREEN_WIDTH - BORDER_X, BORDER_Y + 20), RIGHT_ALLIGN, LAYER_FOREGROUND1);
+}
+
+void
MainLoop::run()
{
DrawingContext context;
unsigned int frame_count;
- float fps_fps;
+ float fps_fps = 0;
Uint32 fps_ticks = SDL_GetTicks();
Uint32 fps_nextframe_ticks = SDL_GetTicks();
Uint32 ticks;
running = true;
while(running) {
if(next_screen.get() != NULL) {
- if(nextpush)
+ if(nextpush && current_screen.get() != NULL) {
+ current_screen->leave();
screen_stack.push_back(current_screen.release());
+ }
next_screen->setup();
+ ScriptManager::instance->fire_wakeup_event(ScriptManager::SCREEN_SWITCHED);
current_screen.reset(next_screen.release());
next_screen.reset(NULL);
nextpush = false;
/* just wait */
// If we really have to wait long, then do an imprecise SDL_Delay()
Uint32 diff = fps_nextframe_ticks - ticks;
- if(diff > 15) {
- SDL_Delay(diff - 10);
+ if(diff > 10) {
+ SDL_Delay(diff - 2);
}
ticks = SDL_GetTicks();
}
current_screen->draw(context);
if(Menu::current() != NULL)
Menu::current()->draw(context);
- console->draw(context);
+ Console::instance->draw(context);
+
+ if(config->show_fps)
+ draw_fps(context, fps_fps);
context.do_drawing();
elapsed_time *= speed;
game_time += elapsed_time;
+ ScriptManager::instance->update();
current_screen->update(elapsed_time);
-
+ Console::instance->update(elapsed_time);
+
main_controller->update();
SDL_Event event;
while(SDL_PollEvent(&event)) {