-// $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 "control/joystickkeyboardcontroller.hpp"
#include "gui/menu.hpp"
#include "audio/sound_manager.hpp"
+#include "scripting/time_scheduler.hpp"
+#include "scripting/squirrel_util.hpp"
#include "gameconfig.hpp"
#include "main.hpp"
#include "resources.hpp"
-#include "script_manager.hpp"
#include "screen.hpp"
+#include "screen_fade.hpp"
#include "timer.hpp"
+#include "player_status.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"
MainLoop* main_loop = NULL;
MainLoop::MainLoop()
- : speed(1.0)
+ : speed(1.0), nextpop(false), nextpush(false)
{
+ using namespace Scripting;
+ TimeScheduler::instance = new TimeScheduler();
}
MainLoop::~MainLoop()
{
+ using namespace Scripting;
+ delete TimeScheduler::instance;
+ TimeScheduler::instance = NULL;
+
for(std::vector<Screen*>::iterator i = screen_stack.begin();
i != screen_stack.end(); ++i) {
delete *i;
}
void
-MainLoop::push_screen(Screen* screen)
+MainLoop::push_screen(Screen* screen, ScreenFade* screen_fade)
{
this->next_screen.reset(screen);
- nextpush = true;
+ this->screen_fade.reset(screen_fade);
+ nextpush = !nextpop;
+ nextpop = false;
speed = 1.0;
}
void
-MainLoop::exit_screen()
+MainLoop::exit_screen(ScreenFade* screen_fade)
{
- next_screen.reset(screen_stack.back());
+ next_screen.reset(NULL);
+ this->screen_fade.reset(screen_fade);
+ nextpop = true;
nextpush = false;
- screen_stack.pop_back();
- speed = 1.0;
}
void
-MainLoop::quit()
+MainLoop::set_screen_fade(ScreenFade* screen_fade)
{
- running = false;
+ this->screen_fade.reset(screen_fade);
+}
+
+void
+MainLoop::quit(ScreenFade* screen_fade)
+{
+ for(std::vector<Screen*>::iterator i = screen_stack.begin();
+ i != screen_stack.end(); ++i)
+ delete *i;
+ screen_stack.clear();
+
+ exit_screen(screen_fade);
}
void
}
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_HUD);
+ context.draw_text(gold_text, str, Vector(SCREEN_WIDTH - BORDER_X, BORDER_Y + 20), RIGHT_ALLIGN, LAYER_HUD);
+}
+
+void
MainLoop::run()
{
- DrawingContext context;
-
- unsigned int frame_count;
- float fps_fps;
+ DrawingContext context;
+
+ unsigned int frame_count = 0;
+ float fps_fps = 0;
Uint32 fps_ticks = SDL_GetTicks();
Uint32 fps_nextframe_ticks = SDL_GetTicks();
Uint32 ticks;
bool skipdraw = false;
-
+
running = true;
while(running) {
- if(next_screen.get() != NULL) {
- if(nextpush && current_screen.get() != NULL) {
+ while( (next_screen.get() != NULL || nextpop) &&
+ (screen_fade.get() == NULL || screen_fade->done())) {
+ if(current_screen.get() != NULL) {
current_screen->leave();
+ }
+
+ if(nextpop) {
+ if(screen_stack.empty()) {
+ running = false;
+ break;
+ }
+ next_screen.reset(screen_stack.back());
+ screen_stack.pop_back();
+ }
+ if(nextpush && current_screen.get() != NULL) {
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;
+ nextpop = false;
+ speed = 1.0;
+ if(next_screen.get() != NULL)
+ next_screen->setup();
+ current_screen.reset(next_screen.release());
+ screen_fade.reset(NULL);
+
+ waiting_threads.wakeup();
}
- if(current_screen.get() == NULL)
- break;
-
+ if(!running || current_screen.get() == NULL)
+ break;
+
float elapsed_time = 1.0 / LOGICAL_FPS;
ticks = SDL_GetTicks();
if(ticks > fps_nextframe_ticks) {
- if(skipdraw == true) {
+ if(skipdraw) {
// already skipped last frame? we have to slow down the game then...
skipdraw = false;
fps_nextframe_ticks -= (Uint32) (1000.0 / LOGICAL_FPS);
/* 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();
}
if(!skipdraw) {
current_screen->draw(context);
if(Menu::current() != NULL)
- Menu::current()->draw(context);
+ Menu::current()->draw(context);
+ if(screen_fade.get() != NULL)
+ screen_fade->draw(context);
Console::instance->draw(context);
+ if(config->show_fps)
+ draw_fps(context, fps_fps);
+
context.do_drawing();
/* Calculate frames per second */
if(config->show_fps)
{
++frame_count;
-
+
if(SDL_GetTicks() - fps_ticks >= 500)
{
fps_fps = (float) frame_count / .5;
}
}
+ real_time += elapsed_time;
elapsed_time *= speed;
-
game_time += elapsed_time;
- ScriptManager::instance->update();
+
+ Scripting::update_debugger();
+ Scripting::TimeScheduler::instance->update(game_time);
current_screen->update(elapsed_time);
+ if(screen_fade.get() != NULL)
+ screen_fade->update(elapsed_time);
Console::instance->update(elapsed_time);
-
+
main_controller->update();
SDL_Event event;
while(SDL_PollEvent(&event)) {
}
sound_manager->update();
+
+ //log_info << "== periodic rand() = " << systemRandom.rand() << std::endl;
}
}
-