#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);
+ if(nextpop)
+ nextpush = false;
+ else
+ nextpush = true;
+ nextpop = false;
speed = 1.0;
}
void
-MainLoop::exit_screen()
+MainLoop::exit_screen(ScreenFade* screen_fade)
{
- if (screen_stack.size() < 1) {
- quit();
- return;
- }
- 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)
+{
+ this->screen_fade.reset(screen_fade);
+}
+
+void
+MainLoop::quit(ScreenFade* screen_fade)
{
- running = false;
+ for(std::vector<Screen*>::iterator i = screen_stack.begin();
+ i != screen_stack.end(); ++i)
+ delete *i;
+ screen_stack.clear();
+
+ exit_screen(screen_fade);
}
void
{
DrawingContext context;
- unsigned int frame_count;
+ unsigned int frame_count = 0;
float fps_fps = 0;
Uint32 fps_ticks = SDL_GetTicks();
Uint32 fps_nextframe_ticks = SDL_GetTicks();
running = true;
while(running) {
- if(next_screen.get() != NULL) {
- if(nextpush && current_screen.get() != NULL) {
+ while( (next_screen.get() != NULL || nextpop == true) &&
+ (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(!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)
}
}
+ 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();
}
sound_manager->update();
+
+ //log_info << "== periodic rand() = " << systemRandom.rand() << std::endl;
}
}