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Aquaria/BBGE/Core.cpp

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/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
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 "Core.h"
#include "Texture.h"
#include "AfterEffect.h"
#include "Particles.h"
#include <time.h>
#include <iostream>
#ifdef BBGE_BUILD_UNIX
#include <limits.h>
#include <sys/stat.h>
#include <sys/types.h>
#include <unistd.h>
#endif
#include <assert.h>
#if __APPLE__
#include <Carbon/Carbon.h>
#endif
#if BBGE_BUILD_WINDOWS
#include <shlobj.h>
#endif
#ifdef BBGE_BUILD_SDL
#include "SDL_syswm.h"
static SDL_Surface *gScreen=0;
bool ignoreNextMouse=false;
Vector unchange;
#endif
Core *core = 0;
#ifdef BBGE_BUILD_WINDOWS
HICON icon_windows = 0;
#endif
void Core::initIcon()
{
#ifdef BBGE_BUILD_WINDOWS
HINSTANCE handle = ::GetModuleHandle(NULL);
//if (icon_windows)
// ::DestroyIcon(icon_windows);
icon_windows = ::LoadIcon(handle, "icon");
SDL_SysWMinfo wminfo;
SDL_VERSION(&wminfo.version)
if (SDL_GetWMInfo(&wminfo) != 1)
{
//errorLog("wrong SDL version");
// error: wrong SDL version
}
HWND hwnd = wminfo.window;
::SetClassLong(hwnd, GCL_HICON, (LONG) icon_windows);
#endif
}
void Core::resetCamera()
{
cameraPos = Vector(0,0);
}
ParticleEffect* Core::createParticleEffect(const std::string &name, const Vector &position, int layer, float rotz)
{
ParticleEffect *e = new ParticleEffect();
e->load(name);
e->position = position;
e->start();
e->setDie(true);
e->rotation.z = rotz;
core->getTopStateData()->addRenderObject(e, layer);
return e;
}
void Core::unloadDevice()
{
for (int i = 0; i < renderObjectLayers.size(); i++)
{
RenderObjectLayer *r = &renderObjectLayers[i];
RenderObject *robj = r->getFirst();
while (robj)
{
robj->unloadDevice();
robj = r->getNext();
}
}
frameBuffer.unloadDevice();
if (afterEffectManager)
afterEffectManager->unloadDevice();
}
void Core::reloadDevice()
{
for (int i = 0; i < renderObjectLayers.size(); i++)
{
RenderObjectLayer *r = &renderObjectLayers[i];
r->reloadDevice();
RenderObject *robj = r->getFirst();
while (robj)
{
robj->reloadDevice();
robj = r->getNext();
}
}
frameBuffer.reloadDevice();
if (afterEffectManager)
afterEffectManager->reloadDevice();
}
void Core::resetGraphics(int w, int h, int fullscreen, int vsync, int bpp)
{
if (fullscreen == -1)
fullscreen = _fullscreen;
if (vsync == -1)
vsync = _vsync;
if (w == -1)
w = width;
if (h == -1)
h = height;
if (bpp == -1)
bpp = _bpp;
unloadDevice();
unloadResources();
shutdownGraphicsLibrary();
initGraphicsLibrary(w, h, fullscreen, vsync, bpp);
enable2DWide(w, h);
reloadResources();
reloadDevice();
resetTimer();
}
void Core::toggleScreenMode(int t)
{
#ifdef BBGE_BUILD_GLFW
/*
glfwCloseWindow();
createWindow(800,600,32,false,"");
initGraphicsLibrary(false, true);
enable2D(800);
//reloadResources();
*/
#endif
#ifdef BBGE_BUILD_SDL
sound->pause();
resetGraphics(-1, -1, t);
cacheRender();
resetTimer();
sound->resume();
#endif
}
void Core::updateCursorFromJoystick(float dt, int spd)
{
//debugLog("updating mouse from joystick");
core->mouse.position += joystick.position*dt*spd;
/*
if (!joystick.position.isZero())
setMousePosition(core->mouse.position);
*/
doMouseConstraint();
}
void Core::setWindowCaption(const std::string &caption, const std::string &icon)
{
#ifdef BBGE_BUILD_SDL
SDL_WM_SetCaption(caption.c_str(), icon.c_str());
#endif
}
RenderObjectLayer *Core::getRenderObjectLayer(int i)
{
if (i == LR_NONE)
return 0;
return &renderObjectLayers[i];
}
#if defined(BBGE_BUILD_WINDOWS) && !defined(BBGE_BUILD_SDL)
LPDIRECTINPUT8 g_pDI = NULL; // The DirectInput object
LPDIRECTINPUTDEVICE8 g_pKeyboard = NULL; // The keyboard device
LPDIRECTINPUTDEVICE8 g_pMouse = NULL;
D3DCOLOR d3dColor =0xFFFFFFFF;
#endif
#ifdef BBGE_BUILD_DIRECTX
__int64 timerStart=0, timerEnd=0, timerFreq=0;
//Direct3D 9 interface
IDirect3D9* d3d = NULL;
//Capabilities of graphics adapter
D3DCAPS9 d3dCaps;
//Direct3D present parameters
D3DPRESENT_PARAMETERS d3dPresent;
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
LPD3DXSPRITE d3dSprite = NULL;
LPD3DXMATRIXSTACK d3dMatrixStack = NULL;
IDirect3DVertexBuffer9* vertexBuffer = NULL;
IDirect3DVertexBuffer9* preTransVertexBuffer = NULL;
//Custom vertex
struct TLVERTEX
{
float x;
float y;
float z;
//float rhw;
D3DCOLOR colour;
float u;
float v;
};
const DWORD D3DFVF_TLVERTEX = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1;
struct PTLVERTEX
{
float x;
float y;
float z;
float rhw;
D3DCOLOR colour;
float u;
float v;
};
const DWORD D3DFVF_PTLVERTEX = D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1;
#endif
#ifdef BBGE_BUILD_DIRECTX
/*
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices
LPDIRECT3DTEXTURE9 g_pTexture = NULL; // Our texture
*/
// A structure for our custom vertex type
struct CUSTOMVERTEX
{
FLOAT x, y, z, rhw; // The transformed position for the vertex
DWORD color; // The vertex color
};
// Our custom FVF, which describes our custom vertex structure
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)
LPD3DXMATRIXSTACK Core::getD3DMatrixStack()
{
return d3dMatrixStack;
}
LPDIRECT3DDEVICE9 Core::getD3DDevice()
{
return g_pd3dDevice;
}
LPD3DXSPRITE Core::getD3DSprite()
{
return d3dSprite;
}
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_DESTROY:
//Cleanup();
PostQuitMessage( 0 );
return 0;
}
return DefWindowProc( hWnd, msg, wParam, lParam );
}
void Core::blitD3DVerts(IDirect3DTexture9 *texture, float v1x, float v1y, float v2x, float v2y, float v3x, float v3y, float v4x, float v4y)
{
TLVERTEX* vertices;
//Lock the vertex buffer
vertexBuffer->Lock(0, 0, (void**)&vertices, NULL);
vertices[0].colour = d3dColor;
vertices[0].x = v1x;
vertices[0].y = v1y;
vertices[0].z = 1.0f;
vertices[0].u = 0.0f;
vertices[0].v = 1.0f-1.0f;
vertices[1].colour = d3dColor;
vertices[1].x = v2x;
vertices[1].y = v2y;
vertices[1].z = 1.0f;
vertices[1].u = 1.0f;
vertices[1].v = 1.0f-1.0f;
vertices[2].colour = d3dColor;
vertices[2].x = v3x;
vertices[2].y = v3y;
vertices[2].z = 1.0f;
vertices[2].u = 1.0f;
vertices[2].v = 1.0f-0.0f;
vertices[3].colour = d3dColor;
vertices[3].x = v4x;
vertices[3].y = v4y;
vertices[3].z = 1.0f;
vertices[3].u = 0.0f;
vertices[3].v = 1.0f-0.0f;
//Unlock the vertex buffer
vertexBuffer->Unlock();
//Set texture
g_pd3dDevice->SetTexture (0, texture);
//Draw image
g_pd3dDevice->DrawPrimitive (D3DPT_TRIANGLEFAN, 0, 2);
}
void Core::blitD3DEx (IDirect3DTexture9 *texture, int w2, int h2, float u1, float v1, float u2, float v2)
{
TLVERTEX* vertices;
/*
int w2=width/2;
int h2=height/2;
*/
//Lock the vertex buffer
vertexBuffer->Lock(0, 0, (void**)&vertices, NULL);
//Setup vertices
//A -0.5f modifier is applied to vertex coordinates to match texture
//and screen coords. Some drivers may compensate for this
//automatically, but on others texture alignment errors are introduced
//More information on this can be found in the Direct3D 9 documentation
vertices[0].colour = d3dColor;
vertices[0].x = -0.5f*w2;
vertices[0].y = -0.5f*h2;
vertices[0].z = 1.0f;
//vertices[0].rhw = 1.0f;
vertices[0].u = u1;
vertices[0].v = 1.0f-v2;
vertices[1].colour = d3dColor;
vertices[1].x = 0.5f*w2;
vertices[1].y = -0.5f*h2;
vertices[1].z = 1.0f;
//vertices[1].rhw = 1.0f;
vertices[1].u = u2;
vertices[1].v = 1.0f-v2;
vertices[2].colour = d3dColor;
vertices[2].x = 0.5f*w2;
vertices[2].y = 0.5f*h2;
vertices[2].z = 1.0f;
//vertices[2].rhw = 1.0f;
vertices[2].u = u2;
vertices[2].v = 1.0f-v1;
vertices[3].colour = d3dColor;
vertices[3].x = -0.5f*w2;
vertices[3].y = 0.5f*h2;
vertices[3].z = 1.0f;
//vertices[3].rhw = 1.0f;
vertices[3].u = u1;
vertices[3].v = 1.0f-v1;
//Unlock the vertex buffer
vertexBuffer->Unlock();
//Set texture
g_pd3dDevice->SetTexture (0, texture);
//Draw image
g_pd3dDevice->DrawPrimitive (D3DPT_TRIANGLEFAN, 0, 2);
}
void Core::blitD3DGradient(D3DCOLOR ulc0, D3DCOLOR ulc1, D3DCOLOR ulc2, D3DCOLOR ulc3)
{
TLVERTEX* vertices;
//Lock the vertex buffer
vertexBuffer->Lock(0, 0, (void**)&vertices, NULL);
vertices[0].colour = ulc0;
vertices[0].x = -0.5f;
vertices[0].y = -0.5f;
vertices[0].z = 1.0f;
//vertices[0].rhw = 1.0f;
vertices[0].u = 0.0f;
vertices[0].v = 1.0f-1.0f;
vertices[1].colour = ulc1;
vertices[1].x = 0.5f;
vertices[1].y = -0.5f;
vertices[1].z = 1.0f;
//vertices[1].rhw = 1.0f;
vertices[1].u = 1.0f;
vertices[1].v = 1.0f-1.0f;
vertices[2].colour = ulc2;
vertices[2].x = 0.5f;
vertices[2].y = 0.5f;
vertices[2].z = 1.0f;
//vertices[2].rhw = 1.0f;
vertices[2].u = 1.0f;
vertices[2].v = 1.0f-0.0f;
vertices[3].colour = ulc3;
vertices[3].x = -0.5f;
vertices[3].y = 0.5f;
vertices[3].z = 1.0f;
//vertices[3].rhw = 1.0f;
vertices[3].u = 0.0f;
vertices[3].v = 1.0f-0.0f;
//Unlock the vertex buffer
vertexBuffer->Unlock();
//Set texture
//g_pd3dDevice->SetTexture (0, texture);
g_pd3dDevice->SetTexture (0, 0);
//Draw image
g_pd3dDevice->DrawPrimitive (D3DPT_TRIANGLEFAN, 0, 2);
}
void Core::blitD3DPreTrans(IDirect3DTexture9 *texture, float x, float y, int w2, int h2)
{
/*
PTLVERTEX* vertices;
//Lock the vertex buffer
preTransVertexBuffer->Lock(0, 0, (void**)&vertices, NULL);
*/
TLVERTEX* vertices;
//Lock the vertex buffer
vertexBuffer->Lock(0, 0, (void**)&vertices, NULL);
//Setup vertices
//A -0.5f modifier is applied to vertex coordinates to match texture
//and screen coords. Some drivers may compensate for this
//automatically, but on others texture alignment errors are introduced
//More information on this can be found in the Direct3D 9 documentation
vertices[0].colour = d3dColor;
vertices[0].x = x-0.5f*w2;
vertices[0].y = y-0.5f*h2;
vertices[0].z = 1.0f;
//vertices[0].rhw = 1.0f;
vertices[0].u = 0.0f;
vertices[0].v = 1.0f-1.0f;
vertices[1].colour = d3dColor;
vertices[1].x = x+0.5f*w2;
vertices[1].y = y-0.5f*h2;
vertices[1].z = 1.0f;
//vertices[1].rhw = 1.0f;
vertices[1].u = 1.0f;
vertices[1].v = 1.0f-1.0f;
vertices[2].colour = d3dColor;
vertices[2].x = x+0.5f*w2;
vertices[2].y = y+0.5f*h2;
vertices[2].z = 1.0f;
//vertices[2].rhw = 1.0f;
vertices[2].u = 1.0f;
vertices[2].v = 1.0f-0.0f;
vertices[3].colour = d3dColor;
vertices[3].x = x-0.5f*w2;
vertices[3].y = y+0.5f*h2;
vertices[3].z = 1.0f;
//vertices[3].rhw = 1.0f;
vertices[3].u = 0.0f;
vertices[3].v = 1.0f-0.0f;
/*
//Unlock the vertex buffer
preTransVertexBuffer->Unlock();
*/
vertexBuffer->Unlock();
//Set texture
g_pd3dDevice->SetTexture (0, texture);
//Draw image
g_pd3dDevice->DrawPrimitive (D3DPT_TRIANGLEFAN, 0, 2);
}
void Core::blitD3D (IDirect3DTexture9 *texture, int w2, int h2)
{
TLVERTEX* vertices;
//D3DCOLOR d3dColor = 0xFFFFFFFF;
/*
int w2=width/2;
int h2=height/2;
*/
//Lock the vertex buffer
vertexBuffer->Lock(0, 0, (void**)&vertices, NULL);
//Setup verticeserr
//A -0.5f modifier is applied to vertex coordinates to match texture
//and screen coords. Some drivers may compensate for this
//automatically, but on others texture alignment ors are introduced
//More information on this can be found in the Direct3D 9 documentation
vertices[0].colour = d3dColor;
vertices[0].x = -0.5f*w2;
vertices[0].y = -0.5f*h2;
vertices[0].z = 1.0f;
//vertices[0].rhw = 1.0f;
vertices[0].u = 0.0f;
vertices[0].v = 1.0f-1.0f;
vertices[1].colour = d3dColor;
vertices[1].x = 0.5f*w2;
vertices[1].y = -0.5f*h2;
vertices[1].z = 1.0f;
//vertices[1].rhw = 1.0f;
vertices[1].u = 1.0f;
vertices[1].v = 1.0f-1.0f;
vertices[2].colour = d3dColor;
vertices[2].x = 0.5f*w2;
vertices[2].y = 0.5f*h2;
vertices[2].z = 1.0f;
//vertices[2].rhw = 1.0f;
vertices[2].u = 1.0f;
vertices[2].v = 1.0f-0.0f;
vertices[3].colour = d3dColor;
vertices[3].x = -0.5f*w2;
vertices[3].y = 0.5f*h2;
vertices[3].z = 1.0f;
//vertices[3].rhw = 1.0f;
vertices[3].u = 0.0f;
vertices[3].v = 1.0f-0.0f;
//Unlock the vertex buffer
vertexBuffer->Unlock();
//Set texture
g_pd3dDevice->SetTexture (0, texture);
//Draw image
g_pd3dDevice->DrawPrimitive (D3DPT_TRIANGLEFAN, 0, 2);
}
HRESULT InitD3D( HWND hWnd, bool fullscreen, int vsync)
{
// Create the D3D object.
HRESULT hr;
//Make Direct3D object
d3d = Direct3DCreate9(D3D_SDK_VERSION);
//Make sure NULL pointer was not returned
if (!d3d)
return FALSE;
//Get device capabilities
ZeroMemory (&d3dCaps, sizeof(d3dCaps));
if (FAILED(d3d->GetDeviceCaps (D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &d3dCaps)))
return FALSE;
//Setup present parameters
ZeroMemory(&d3dPresent,sizeof(d3dPresent));
d3dPresent.hDeviceWindow = hWnd;
//Check if windowed
if (!fullscreen)
{
D3DDISPLAYMODE d3ddm;
RECT rWindow;
//Get display mode
d3d->GetAdapterDisplayMode (D3DADAPTER_DEFAULT, &d3ddm);
//Get window bounds
GetClientRect (hWnd, &rWindow);
//Setup screen dimensions
core->width = rWindow.right - rWindow.left;
core->height = rWindow.bottom - rWindow.top;
//Setup backbuffer
d3dPresent.Windowed = true;
d3dPresent.BackBufferWidth = rWindow.right - rWindow.left;
d3dPresent.BackBufferHeight = rWindow.bottom - rWindow.top;
}
else
{
d3dPresent.Windowed = false;
d3dPresent.BackBufferWidth = core->width;
d3dPresent.BackBufferHeight = core->height;
}
d3dPresent.BackBufferFormat = D3DFMT_A8R8G8B8;
d3dPresent.BackBufferCount = 1;
d3dPresent.SwapEffect = D3DSWAPEFFECT_DISCARD;
if (vsync>0)
d3dPresent.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
else
d3dPresent.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
//Check if hardware vertex processing is available
if (d3dCaps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)
{
debugLog("hardware T&L!");
//Create device with hardware vertex processing
hr = d3d->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL, hWnd,
D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dPresent, &g_pd3dDevice);
}
else
{
debugLog("no hardware T&L.");
//Create device with software vertex processing
hr = d3d->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dPresent, &g_pd3dDevice);
}
//Make sure device was created
if (FAILED(hr))
{
errorLog ("directx init failed");
return false;
}
g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
// Turn off culling
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
/*
D3DCULL_NONE = 1,
D3DCULL_CW = 2,
D3DCULL_CCW = 3,
*/
// Turn off D3D lighting
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
// Turn on the zbuffer
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE);
D3DXCreateSprite(core->getD3DDevice(), &d3dSprite);
D3DXCreateMatrixStack(0, &d3dMatrixStack);
//Set vertex shader
g_pd3dDevice->SetVertexShader(NULL);
g_pd3dDevice->SetFVF(D3DFVF_TLVERTEX);
//Create vertex buffer
g_pd3dDevice->CreateVertexBuffer(sizeof(TLVERTEX) * 4, NULL, D3DFVF_TLVERTEX, D3DPOOL_MANAGED, &vertexBuffer, NULL);
g_pd3dDevice->SetStreamSource(0, vertexBuffer, 0, sizeof(TLVERTEX));
/*
g_pd3dDevice->CreateVertexBuffer(sizeof(PTLVERTEX) * 4, NULL, D3DFVF_TLVERTEX, D3DPOOL_MANAGED, &preTransVertexBuffer, NULL);
g_pd3dDevice->SetStreamSource(0, preTransVertexBuffer, 0, sizeof(PTLVERTEX));
*/
g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0);
g_pd3dDevice->SetRenderState( D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
return S_OK;
}
#endif
void Core::setColor(float r, float g, float b, float a)
{
#ifdef BBGE_BUILD_OPENGL
glColor4f(r, g, b, a);
#endif
#ifdef BBGE_BUILD_DIRECTX
d3dColor = D3DCOLOR_RGBA(int(r*255), int(g*255), int(b*255), int(a*255));
#endif
}
void Core::bindTexture(int stage, unsigned int handle)
{
#ifdef BBGE_BUILD_DIRECTX
getD3DDevice()->SetTexture(stage, (IDirect3DBaseTexture9*)handle);
#endif
#ifdef BBGE_BUILD_OPENGL
//glBindTexture(GL_TEXTURE_2D, handle);
#endif
}
void Core::translateMatrixStack(float x, float y, float z)
{
#ifdef BBGE_BUILD_OPENGL
glTranslatef(x, y, z);
#endif
#ifdef BBGE_BUILD_DIRECTX
/*
D3DXMATRIX matTranslation;
D3DXMatrixTranslation (&matTranslation, x, y, 0);
*/
/*
float usex, usey;
usex = x - (float)core->getWindowWidth() / 2;
usey = -y + (float)core->getWindowHeight() / 2;
*/
//core->getD3DMatrixStack()->MultMatrixLocal(&matTranslation);
core->getD3DMatrixStack()->TranslateLocal(x, y, z);
#endif
}
void Core::scaleMatrixStack(float x, float y, float z)
{
#ifdef BBGE_BUILD_OPENGL
glScalef(x, y, z);
#endif
#ifdef BBGE_BUILD_DIRECTX
if (x != 1 || y != 1)
core->getD3DMatrixStack()->ScaleLocal(x, y, 1);
#endif
}
void Core::rotateMatrixStack(float x, float y, float z)
{
#ifdef BBGE_BUILD_OPENGL
glRotatef(0, 0, 1, z);
#endif
#ifdef BBGE_BUILD_DIRECTX
if (z != 0)
{
D3DXVECTOR3 axis(0,0,1);
core->getD3DMatrixStack()->RotateAxisLocal(&axis,D3DXToRadian(z));
}
#endif
}
void Core::applyMatrixStackToWorld()
{
#ifdef BBGE_BUILD_DIRECTX
g_pd3dDevice->SetTransform(D3DTS_WORLD, core->getD3DMatrixStack()->GetTop());
#endif
}
void Core::rotateMatrixStack(float z)
{
#ifdef BBGE_BUILD_OPENGL
glRotatef(0, 0, 1, z);
#endif
#ifdef BBGE_BUILD_DIRECTX
//core->getD3DMatrixStack()->RotateAxis(0, 0, z);
/*
D3DXVECTOR3 axis(0,0,1);
float angle = D3DXToRadian(z);
if (angle == D3DX_PI)
angle += 0.001f;
core->getD3DMatrixStack()->RotateAxisLocal(&axis,angle);
*/
if (z != 0)
{
D3DXMATRIX mat;
D3DXMatrixRotationZ(&mat,D3DXToRadian(z));
core->getD3DMatrixStack()->MultMatrixLocal(&mat);
}
#endif
}
bool Core::getShiftState()
{
return getKeyState(KEY_LSHIFT) || getKeyState(KEY_RSHIFT);
}
bool Core::getAltState()
{
return getKeyState(KEY_LALT) || getKeyState(KEY_RALT);
}
bool Core::getCtrlState()
{
return getKeyState(KEY_LCONTROL) || getKeyState(KEY_RCONTROL);
}
bool Core::getMetaState()
{
return getKeyState(KEY_LMETA) || getKeyState(KEY_RMETA);
}
void Core::errorLog(const std::string &s)
{
messageBox("Message", s);
debugLog(s);
}
#if defined(BBGE_BUILD_MACOSX)
void cocoaMessageBox(const std::string &title, const std::string &msg);
#endif
void Core::messageBox(const std::string &title, const std::string &msg)
{
#ifdef BBGE_BUILD_WINDOWS
MessageBox (0,msg.c_str(),title.c_str(),MB_OK);
#elif defined(BBGE_BUILD_MACOSX)
cocoaMessageBox(title, msg);
#elif defined(BBGE_BUILD_UNIX)
// !!! FIXME: probably don't want the whole GTK+ dependency in here...
fprintf(stderr, "%s: %s\n", title.c_str(), msg.c_str());
#else
#error Please define your platform.
#endif
}
void Core::debugLog(const std::string &s)
{
if (debugLogActive)
{
_logOut << s << std::endl;
}
#ifdef _DEBUG
std::cout << s << std::endl;
#endif
}
#ifdef BBGE_BUILD_WINDOWS
static bool checkWritable(const std::string& path, bool warn, bool critical)
{
bool writeable = false;
std::string f = path + "/~chk_wrt.tmp";
FILE *fh = fopen(f.c_str(), "w");
if(fh)
{
writeable = fwrite("abcdef", 5, 1, fh) == 1;
fclose(fh);
unlink(f.c_str());
}
if(!writeable)
{
if(warn)
{
std::ostringstream os;
os << "Trying to use \"" << path << "\" as user data path, but it is not writeable.\n"
<< "Please make sure the game is allowed to write to that directory.\n"
<< "You can move the game to another location and run it there,\n"
<< "or try running it as administrator, that may help as well.";
if(critical)
os << "\n\nWill now exit.";
MessageBoxA(NULL, os.str().c_str(), "Need to write but can't!", MB_OK | MB_ICONERROR);
}
if(critical)
exit(1);
}
return writeable;
}
#endif
const float SORT_DELAY = 10;
Core::Core(const std::string &filesystem, int numRenderLayers, const std::string &appName, int particleSize, std::string userDataSubFolder)
: ActionMapper(), StateManager(), appName(appName)
{
sound = NULL;
screenCapScale = Vector(1,1,1);
timeUpdateType = TIMEUPDATE_DYNAMIC;
fixedFPS = 60;
if (userDataSubFolder.empty())
userDataSubFolder = appName;
#if defined(BBGE_BUILD_UNIX)
const char *envr = getenv("HOME");
if (envr == NULL)
envr = "."; // oh well.
const std::string home(envr);
mkdir(home.c_str(), 0700); // just in case.
// "/home/icculus/.Aquaria" or something. Spaces are okay.
#ifdef BBGE_BUILD_MACOSX
const std::string prefix("Library/Application Support/");
#else
const std::string prefix(".");
#endif
userDataFolder = home + "/" + prefix + userDataSubFolder;
mkdir(userDataFolder.c_str(), 0700);
debugLogPath = userDataFolder + "/";
mkdir((userDataFolder + "/screenshots").c_str(), 0700);
std::string prefpath(getPreferencesFolder());
mkdir(prefpath.c_str(), 0700);
#else
debugLogPath = "";
userDataFolder = ".";
#ifdef BBGE_BUILD_WINDOWS
{
if(checkWritable(userDataFolder, true, true)) // working dir?
{
puts("Using working directory as user directory.");
}
// TODO: we may want to use a user-specific path under windows as well
// if the code below gets actually used, pass 2x false to checkWritable() above.
// not sure about this right now -- FG
/*else
{
puts("Working directory is not writeable...");
char pathbuf[MAX_PATH];
if(SHGetSpecialFolderPathA(NULL, &pathbuf[0], CSIDL_APPDATA, 0))
{
userDataFolder = pathbuf;
userDataFolder += '/';
userDataFolder += userDataSubFolder;
for(uint32 i = 0; i < userDataFolder.length(); ++i)
if(userDataFolder[i] == '\\')
userDataFolder[i] = '/';
debugLogPath = userDataFolder + "/";
puts(("Using \"" + userDataFolder + "\" as user directory.").c_str());
CreateDirectoryA(userDataFolder.c_str(), NULL);
checkWritable(userDataFolder, true, true);
}
else
puts("Failed to retrieve appdata path, using working dir."); // too bad, but can't do anything about it
}
*/
}
#endif
#endif
_logOut.open((debugLogPath + "debug.log").c_str());
debugLogActive = true;
debugLogTextures = true;
grabInputOnReentry = -1;
srand(time(NULL));
old_dt = 0;
aspectX = 4;
aspectY = 3;
virtualOffX = virtualOffY = 0;
vw2 = 0;
vh2 = 0;
viewOffX = viewOffY = 0;
/*
aspectX = 1440; //4.0f;
aspectY = 900; //3.0f;
*/
particleManager = new ParticleManager(particleSize);
#ifdef BBGE_BUILD_SDL
nowTicks = thenTicks = 0;
#endif
_hasFocus = false;
lib_graphics = lib_sound = lib_input = false;
clearColor = Vector(0,0,0);
updateCursorFromMouse = true;
mouseConstraint = false;
mouseCircle = 0;
overrideStartLayer = 0;
overrideEndLayer = 0;
coreVerboseDebug = false;
frameOutputMode = false;
updateMouse = true;
particlesPaused = false;
joystickAsMouse = false;
currentLayerPass = 0;
flipMouseButtons = 0;
joystickOverrideMouse = false;
joystickEnabled = false;
doScreenshot = false;
baseCullRadius = 1;
width = height = 0;
afterEffectManagerLayer = 0;
renderObjectLayers.resize(1);
invGlobalScale = 1.0;
invGlobalScaleSqr = 1.0;
renderObjectCount = 0;
avgFPS.resize(1);
minimized = false;
sortFlag = true;
sortTimer = SORT_DELAY;
numSavedScreenshots = 0;
shuttingDown = false;
clearedGarbageFlag = false;
nestedMains = 0;
afterEffectManager = 0;
loopDone = false;
core = this;
#ifdef BBGE_BUILD_WINDOWS
hRC = 0;
hDC = 0;
hWnd = 0;
#endif
for (int i = 0; i < KEY_MAXARRAY; i++)
{
keys[i] = 0;
}
aspect = (aspectX/aspectY);//320.0f/240.0f;
//1.3333334f;
globalResolutionScale = globalScale = Vector(1,1,1);
initRenderObjectLayers(numRenderLayers);
initPlatform(filesystem);
}
void Core::initPlatform(const std::string &filesystem)
{
#if defined(BBGE_BUILD_MACOSX) && !defined(BBGE_BUILD_MACOSX_NOBUNDLEPATH)
// FIXME: filesystem not handled
CFBundleRef mainBundle = CFBundleGetMainBundle();
//CFURLRef resourcesURL = CFBundleCopyResourcesDirectoryURL(mainBundle);
CFURLRef resourcesURL = CFBundleCopyBundleURL(mainBundle);
char path[PATH_MAX];
if (!CFURLGetFileSystemRepresentation(resourcesURL, TRUE, (UInt8 *)path, PATH_MAX))
{
// error!
debugLog("CFURLGetFileSystemRepresentation");
}
CFRelease(resourcesURL);
debugLog(path);
chdir(path);
#elif defined(BBGE_BUILD_UNIX)
if (!filesystem.empty())
{
if (chdir(filesystem.c_str()) == 0)
return;
else
debugLog("Failed to chdir to filesystem path " + filesystem);
}
#ifdef BBGE_DATA_PREFIX
if (chdir(BBGE_DATA_PREFIX) == 0 && chdir(appName.c_str()) == 0)
return;
else
debugLog("Failed to chdir to filesystem path " BBGE_DATA_PREFIX + appName);
#endif
char path[PATH_MAX];
// always a symlink to this process's binary, on modern Linux systems.
const ssize_t rc = readlink("/proc/self/exe", path, sizeof (path));
if ( (rc == -1) || (rc >= sizeof (path)) )
{
// error!
debugLog("readlink");
}
else
{
path[rc] = '\0';
char *ptr = strrchr(path, '/');
if (ptr != NULL)
{
*ptr = '\0';
debugLog(path);
if (chdir(path) != 0)
debugLog("Failed to chdir to executable path" + std::string(path));
}
}
#endif
#ifdef BBGE_BUILD_WINDOWS
// FIXME: filesystem not handled
#endif
}
std::string Core::getPreferencesFolder()
{
#ifdef BBGE_BUILD_UNIX
return userDataFolder + "/preferences";
#endif
#ifdef BBGE_BUILD_WINDOWS
return "";
#endif
}
std::string Core::getUserDataFolder()
{
return userDataFolder;
}
#if BBGE_BUILD_UNIX
#include <sys/types.h>
#include <pwd.h>
#include <fcntl.h>
#include <unistd.h>
#include <dirent.h>
// based on code I wrote for PhysicsFS: http://icculus.org/physfs/
// the zlib license on physfs allows this cut-and-pasting.
static int locateOneElement(char *buf)
{
char *ptr;
DIR *dirp;
if (access(buf, F_OK) == 0)
return(1); // quick rejection: exists in current case.
ptr = strrchr(buf, '/'); // find entry at end of path.
if (ptr == NULL)
{
dirp = opendir(".");
ptr = buf;
}
else
{
*ptr = '\0';
dirp = opendir(buf);
*ptr = '/';
ptr++; // point past dirsep to entry itself.
}
struct dirent *dent;
while ((dent = readdir(dirp)) != NULL)
{
if (strcasecmp(dent->d_name, ptr) == 0)
{
strcpy(ptr, dent->d_name); // found a match. Overwrite with this case.
closedir(dirp);
return(1);
}
}
// no match at all...
closedir(dirp);
return(0);
}
#endif
std::string Core::adjustFilenameCase(const char *_buf)
{
#ifdef BBGE_BUILD_UNIX // any case is fine if not Linux.
int rc = 1;
char *buf = (char *) alloca(strlen(_buf) + 1);
strcpy(buf, _buf);
char *ptr = buf;
while ((ptr = strchr(ptr + 1, '/')) != 0)
{
*ptr = '\0'; // block this path section off
rc = locateOneElement(buf);
*ptr = '/'; // restore path separator
if (!rc)
break; // missing element in path.
}
// check final element...
if (rc)
rc = locateOneElement(buf);
#if 0
if (strcmp(_buf, buf) != 0)
{
fprintf(stderr, "Corrected filename case: '%s' => '%s (%s)'\n",
_buf, buf, rc ? "found" : "not found");
}
#endif
return std::string(buf);
#else
return std::string(_buf);
#endif
}
Core::~Core()
{
if (particleManager)
{
delete particleManager;
}
if (sound)
{
delete sound;
sound = 0;
}
debugLog("~Core()");
_logOut.close();
core = 0;
}
bool Core::hasFocus()
{
return _hasFocus;
}
void Core::setInputGrab(bool on)
{
if (isWindowFocus())
{
#ifdef BBGE_BUILD_SDL
SDL_WM_GrabInput(on?SDL_GRAB_ON:SDL_GRAB_OFF);
#endif
}
}
void Core::setReentryInputGrab(int on)
{
if (grabInputOnReentry == -1)
{
setInputGrab(on);
}
else
{
setInputGrab(grabInputOnReentry);
}
}
bool Core::isFullscreen()
{
return _fullscreen;
}
bool Core::isShuttingDown()
{
return shuttingDown;
}
void Core::init()
{
[vfs, #3] All file reading code goes through the VFS now, new mod downloader & mod selector in place. Also a bunch of other stuff. (...) - HTTP networking support, mods can be downloaded via the builtin downloader. All network activity runs in a seperate thread, which is started as soon as any network activity is requested. - The master server is hard-coded to fg.wzff.de/aqmods/ if not specified otherwise; this setting can be overridden in the config file. - The mod selector screen is now a grid-view for much better navigation; also works with joystick. - VFS code is functionally similar to the old molebox-packed release for win32. The game could also have its data shipped in a Zip file or any other kind of archive. - It is still possible to build without VFS support, but then the mod downloader and soft-patching will not be available. The full commit history can be found here: https://github.com/fgenesis/Aquaria_clean/compare/master...vfs The most important commit messages follow: [...] This replaces all std::ifstream with InStream, and fopen(), ... with vfopen(), ... Some code is #ifdef'd for better performance and less memory-copying. VFILE is defined to whatever type of file is in use: - FILE if BBGE_BUILD_VFS is not defined - tttvfs::VFSFile if it is. Other changes: - [un]packFile() is now unused and obsolete. That code has not been adjusted to use VFILE. - glpng can now load from a memory buffer. - TinyXML uses the VFS for reading operations now. - The rather clunky binary stream loading of glfont2 got replaced with ByteBuffer, which gets its data in one block (necessary to use the VFS without implementing a somewhat STL-compliant std::ifstream replacement.) ------------- Implement loading mods from zip files. ------------- Implement soft-patching game data files. (Replacing textures/audio/... on the fly) ------------- Misc bits: - Extended GUI focus handling a bit - Fixed weirdness in texture loading... not sure but this seems more correct to me. Actually, considering that the texture will have its native size after restarting the game, the lines removed with this commit seem pretty useless.
2012-06-01 15:52:19 +00:00
setupFileAccess();
flags.set(CF_CLEARBUFFERS);
quitNestedMainFlag = false;
#ifdef BBGE_BUILD_GLFW
if (!glfwInit())
exit(0);
#endif
#ifdef BBGE_BUILD_SDL
// Disable relative mouse motion at the edges of the screen, which breaks
// mouse control for absolute input devices like Wacom tablets and touchscreens.
SDL_putenv((char *) "SDL_MOUSE_RELATIVE=0");
if((SDL_Init(0))==-1)
{
exit(0);
}
#endif
/*
#ifdef BBGE_BUILD_DIRECTX
if (!glfwInit())
exit(0);
#endif
*/
loopDone = false;
clearedGarbageFlag = false;
initInputCodeMap();
//glfwSetWindowSizeCallback(lockWindowSize);
}
void Core::initRenderObjectLayers(int num)
{
renderObjectLayers.resize(num);
renderObjectLayerOrder.resize(num);
for (int i = 0; i < num; i++)
{
renderObjectLayerOrder[i] = i;
}
}
bool Core::initSoundLibrary(const std::string &defaultDevice)
{
debugLog("Creating SoundManager");
sound = new SoundManager(defaultDevice);
debugLog("Done");
return sound != 0;
}
Vector Core::getGameCursorPosition()
{
return core->cameraPos + mouse.position * Vector(1/core->globalScale.x, 1/core->globalScale.y, 1);
}
Vector Core::getGamePosition(const Vector &v)
{
return core->cameraPos + (v * Vector(1/core->globalScale.x, 1/core->globalScale.y, 1));
}
bool Core::getMouseButtonState(int m)
{
#ifdef BBGE_BUILD_SDL
int mcode=m;
switch(m)
{
case 0: mcode=1; break;
case 1: mcode=3; break;
case 2: mcode=2; break;
}
Uint8 mousestate = SDL_GetMouseState(0,0);
return mousestate & SDL_BUTTON(mcode);
#endif
return false;
}
bool Core::getKeyState(int k)
{
#ifdef BBGE_BUILD_GLFW
return glfwGetKey(k)==GLFW_PRESS;
#endif
#ifdef BBGE_BUILD_SDL
if (k >= KEY_MAXARRAY || k < 0)
{
return 0;
}
return keys[k];
#endif
#ifdef BBGE_BUILD_WINDOWS
if (k >= KEY_MAXARRAY || k < 0)
{
return 0;
}
return keys[k];
#endif
return 0;
}
//#ifdef BBGE_BUILD_DIRECTX
//float sensitivity = 1.0;
Vector joychange;
Vector lastjoy;
void readJoystickData()
{
/*
if (core->joystickEnabled && core->numJoysticks > 0)
{
//DIJOYSTATE2 js;
core->joysticks[0]->poll(&core->joystate);
Vector joy = Vector(core->joystate.lX, core->joystate.lY);
joychange = joy-lastjoy;
lastjoy = joy;
core->joystickPosition = Vector(core->joystate.lX - (65536/2), core->joystate.lY - (65536/2));
core->joystickPosition /= (65536/2);
// HACK: super hacky!!
core->mouse.buttons.left = (core->joystate.rgbButtons[0] & 0x80) ? Buttons::DOWN : Buttons::UP;
core->mouse.buttons.right = (core->joystate.rgbButtons[1] & 0x80) ? Buttons::DOWN : Buttons::UP;
}
*/
}
void readMouseData()
{
#if defined(BBGE_BUILD_WINDOWS) && !defined(BBGE_BUILD_SDL)
if (!core->updateMouse) return;
HRESULT hr;
DIMOUSESTATE2 dims2; // DirectInput Mouse state structure
if( NULL == g_pMouse )
return;
// Get the input's device state, and put the state in dims
ZeroMemory( &dims2, sizeof(dims2) );
hr = g_pMouse->GetDeviceState( sizeof(DIMOUSESTATE2), &dims2 );
if( FAILED(hr) )
{
// DirectInput may be telling us that the input stream has been
// interrupted. We aren't tracking any state between polls, so
// we don't have any special reset that needs to be done.
// We just re-acquire and try again.
// If input is lost then acquire and keep trying
hr = g_pMouse->Acquire();
while( hr == DIERR_INPUTLOST )
hr = g_pMouse->Acquire();
// hr may be DIERR_OTHERAPPHASPRIO or other errors. This
// may occur when the app is minimized or in the process of
// switching, so just try again later
return;
}
//float sensitivity = float(core->width) / float(core->getVirtualWidth());
float sensitivity = 1;
core->mouse.position.x += dims2.lX*sensitivity;
core->mouse.position.y += dims2.lY*sensitivity;
core->mouse.position.z += dims2.lZ;
core->mouse.change.x = dims2.lX*sensitivity;
core->mouse.change.y = dims2.lY*sensitivity;
core->mouse.change.z = dims2.lZ;
core->mouse.scrollWheelChange = dims2.lZ;
if (!core->flipMouseButtons)
{
core->mouse.buttons.left = (dims2.rgbButtons[0] & 0x80) ? DOWN : UP;
core->mouse.buttons.right = (dims2.rgbButtons[1] & 0x80) ? DOWN : UP;
}
else
{
core->mouse.buttons.left = (dims2.rgbButtons[1] & 0x80) ? DOWN : UP;
core->mouse.buttons.right = (dims2.rgbButtons[0] & 0x80) ? DOWN : UP;
}
core->mouse.buttons.middle = (dims2.rgbButtons[2] & 0x80) ? DOWN : UP;
#elif defined(BBGE_BUILD_SDL)
//core->mouse.position += dMouse;
#elif defined(BBGE_BUILD_GLFW)
//HACK: may not always want 800x600 virtual
/*
static int lastx=400, lasty=300;
int x, y;
glfwGetMousePos(&x,&y);
int mickeyx,mickeyy;
mickeyx = x - lastx;
mickeyy = y - lasty;
lastx = x;
lasty = y;
core->mouse.position.x += mickeyx;
core->mouse.position.y += mickeyy;
*/
int x,y;
glfwGetMousePos(&x,&y);
core->mouse.position = Vector(x, y);
/*
int mid_x = core->width / 2;
int mid_y = core->height / 2;
int dx=0,dy=0;
int x,y;
glfwGetMousePos(&x, &y);
// Don't do anything if mouse hasn't moved
if (x == mid_x && y == mid_y)
{
}
else
{
dx = x - mid_x;
dy = y - mid_y;
}
std::ostringstream os;
os << "d(" << dx << ", " << dy <<")";
debugLog(os.str());
core->mouse.position += Vector(dx, dy);
// Now move the mouse back to the middle, because
// we don't care where it really is, just how much
// it moves.
glfwSetMousePos(mid_x, mid_y);
*/
core->mouse.buttons.left = glfwGetMouseButton(GLFW_MOUSE_BUTTON_LEFT) ? DOWN : UP;
core->mouse.buttons.right = glfwGetMouseButton(GLFW_MOUSE_BUTTON_RIGHT) ? DOWN : UP;
core->mouse.buttons.middle = glfwGetMouseButton(GLFW_MOUSE_BUTTON_MIDDLE) ? DOWN : UP;
core->mouse.scrollWheel = glfwGetMouseWheel();
#endif
}
void readKeyData()
{
#if defined(BBGE_BUILD_WINDOWS) && !defined(BBGE_BUILD_SDL)
if( NULL == g_pKeyboard )
return;
HRESULT hr;
BYTE diks[256];
// Get the input's device state, and put the state in dims
ZeroMemory( diks, sizeof(diks) );
hr = g_pKeyboard->GetDeviceState( sizeof(diks), diks );
if( FAILED(hr) )
{
// DirectInput may be telling us that the input stream has been
// interrupted. We aren't tracking any state between polls, so
// we don't have any special reset that needs to be done.
// We just re-acquire and try again.
// If input is lost then acquire and keep trying
hr = g_pKeyboard->Acquire();
while( hr == DIERR_INPUTLOST )
hr = g_pKeyboard->Acquire();
// hr may be DIERR_OTHERAPPHASPRIO or other errors. This
// may occur when the app is minimized or in the process of
// switching, so just try again later
return;
}
// Make a string of the index values of the keys that are down
for(int i = 0; i < 256; i++ )
{
core->keys[i] = ( diks[i] & 0x80 );
}
#endif
}
//#endif
bool Core::initJoystickLibrary(int numSticks)
{
//joystickEnabled = false;
#ifdef BBGE_BUILD_SDL
SDL_InitSubSystem(SDL_INIT_JOYSTICK);
#endif
if (numSticks > 0)
joystick.init(0);
joystickEnabled = true;
/*
numJoysticks = Joystick::deviceCount();
std::ostringstream os;
os << "Found " << numJoysticks << " joysticks";
debugLog(os.str());
if (numJoysticks > 0)
{
if (numJoysticks > 4)
numJoysticks = 4;
// HACK: memory leak... add code to clean this up!
for (int i = 0; i < numJoysticks; i++) {
joysticks[i] = new Joystick(i);
joysticks[i]->open();
// Print the name of the joystick.
char name[MAX_PATH];
joysticks[i]->deviceName(name);
std::ostringstream os;
os << " Joystick " << i << ": " << name;
debugLog(os.str());
}
joystickEnabled = true;
return true;
}
*/
return true;
}
bool Core::initInputLibrary()
{
core->mouse.position = Vector(getWindowWidth()/2, getWindowHeight()/2);
#ifdef BBGE_BUILD_GFLW
glfwDisable(GLFW_MOUSE_CURSOR);
//glfwEnable( GLFW_SYSTEM_KEYS );
#endif
for (int i = 0; i < KEY_MAXARRAY; i++)
{
keys[i] = 0;
}
#if defined(BBGE_BUILD_WINDOWS) && !defined(BBGE_BUILD_SDL)
HRESULT hr;
BOOL bExclusive = true;
BOOL bForeground = true;
//BOOL bImmediate = true;
BOOL bDisableWindowsKey = false;
DWORD dwCoopFlags;
if( bExclusive )
dwCoopFlags = DISCL_EXCLUSIVE;
else
dwCoopFlags = DISCL_NONEXCLUSIVE;
if( bForeground )
dwCoopFlags |= DISCL_FOREGROUND;
else
dwCoopFlags |= DISCL_BACKGROUND;
// Disabling the windows key is only allowed only if we are in foreground nonexclusive
if( bDisableWindowsKey && !bExclusive && bForeground )
dwCoopFlags |= DISCL_NOWINKEY;
// Create a DInput object
if( FAILED( hr = DirectInput8Create( GetModuleHandle(NULL), DIRECTINPUT_VERSION,
IID_IDirectInput8, (VOID**)&g_pDI, NULL ) ) )
return false;
// Obtain an interface to the system keyboard device.
if( FAILED( hr = g_pDI->CreateDevice( GUID_SysKeyboard, &g_pKeyboard, NULL ) ) )
return false;
// Set the data format to "Keyboard format" - a predefined data format
//
// A data format specifies which controls on a device we
// are interested in, and how they should be reported.
//
// This tells DirectInput that we will be passing an array
// of 256 bytes to IDirectInputDevice::GetDeviceState.
if( FAILED( hr = g_pKeyboard->SetDataFormat( &c_dfDIKeyboard ) ) )
return false;
// Set the cooperativity level to let DirectInput know how
// this device should interact with the system and with other
// DirectInput applications.
hr = g_pKeyboard->SetCooperativeLevel( this->hWnd, dwCoopFlags );
if( hr == DIERR_UNSUPPORTED && !bForeground && bExclusive )
{
debugLog("could not set cooperative level");
//FreeDirectInput();
//errorLog ("failed to init input");
/*
MessageBox( hDlg, _T("SetCooperativeLevel() returned DIERR_UNSUPPORTED.\n")
_T("For security reasons, background exclusive Keyboard\n")
_T("access is not allowed."), _T("Keyboard"), MB_OK );
*/
//return false;;
}
/*
if( FAILED(hr) )
{
errorLog("failed to init input");
return false;
}
*/
// Acquire the newly created device
g_pKeyboard->Acquire();
//#ifdef BBGE_BUILD_DIRECTX
if( FAILED( hr = g_pDI->CreateDevice( GUID_SysMouse, &g_pMouse, NULL ) ) )
return false;
// Set the data format to "Mouse format" - a predefined data format
//
// A data format specifies which controls on a device we
// are interested in, and how they should be reported.
//
// This tells DirectInput that we will be passing a
// DIMOUSESTATE2 structure to IDirectInputDevice::GetDeviceState.
if( FAILED( hr = g_pMouse->SetDataFormat( &c_dfDIMouse2 ) ) )
return false;
// Set the cooperativity level to let DirectInput know how
// this device should interact with the system and with other
// DirectInput applications.
hr = g_pMouse->SetCooperativeLevel( this->hWnd, dwCoopFlags );
if( hr == DIERR_UNSUPPORTED && !bForeground && bExclusive )
{
//FreeDirectInput();
//errorLog ("mouse failed");
debugLog("could not set cooperative level");
//return false;
}
/*
if( FAILED(hr) )
return false;
*/
// Acquire the newly created device
g_pMouse->Acquire();
#endif
// joystick init
//#endif
return true;
}
void Core::onUpdate(float dt)
{
if (minimized) return;
ActionMapper::onUpdate(dt);
StateManager::onUpdate(dt);
core->mouse.lastPosition = core->mouse.position;
core->mouse.lastScrollWheel = core->mouse.scrollWheel;
readKeyData();
readMouseData();
readJoystickData();
pollEvents();
joystick.update(dt);
/*
std::ostringstream os;
os << "x: " << joystate.lX << " y: " << joystate.lY;
os << " frx: " << joystate.lFRx << " fry: " << joystate.lFRy;
debugLog(os.str());
*/
/*
if (joystickOverrideMouse && !joychange.isZero())
{
Vector joy(joystate.lX, joystate.lY);
//core->mouse.position += joychange * 0.001f;
core->mouse.position = Vector(400,300) + ((joy * 600) / (65536/2))-300;
}
*/
/*
*/
/*
if (mouse.position.x < 0)
mouse.position.x = 0;
if (mouse.position.x > core->getVirtualWidth())
mouse.position.x = core->getVirtualWidth();
if (mouse.position.y < 0)
mouse.position.y = 0;
if (mouse.position.y > core->getVirtualHeight())
mouse.position.y = core->getVirtualHeight();
*/
onMouseInput();
/*
#ifdef BBGE_BUILD_GLFW
glfwSetMousePos(mouse.position.x, mouse.position.y);
#endif
*/
#ifdef BBGE_BUILD_DIRECTX
#endif
//core->mouse.change = core->mouse.position - core->mouse.lastPosition;
//core->mouse.scrollWheelChange = core->mouse.scrollWheel - core->mouse.lastScrollWheel;
//script.update(dt);
cameraPos.update(dt);
globalScale.update(dt);
if (afterEffectManager)
{
afterEffectManager->update(dt);
}
if (!sortFlag)
{
if (sortTimer>0)
{
sortTimer -= dt;
if (sortTimer <= 0)
{
sortTimer = SORT_DELAY;
sort();
}
}
}
}
Vector Core::getClearColor()
{
return clearColor;
}
void Core::setClearColor(const Vector &c)
{
clearColor = c;
#ifdef BBGE_BUILD_OPENGL
glClearColor(c.x, c.y, c.z, 0.0);
#endif
#ifdef BBGE_BUILD_DIRECTX
#endif
}
void Core::setSDLGLAttributes()
{
std::ostringstream os;
os << "setting vsync: " << _vsync;
debugLog(os.str());
#ifdef BBGE_BUILD_SDL
SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, _vsync);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
#endif
}
#ifdef GLAPIENTRY
#undef GLAPIENTRY
#endif
#ifdef BBGE_BUILD_WINDOWS
#define GLAPIENTRY APIENTRY
#else
#define GLAPIENTRY
#endif
unsigned int Core::dbg_numRenderCalls = 0;
#ifdef BBGE_BUILD_OPENGL_DYNAMIC
#define GL_FUNC(ret,fn,params,call,rt) \
extern "C" { \
static ret (GLAPIENTRY *p##fn) params = NULL; \
ret GLAPIENTRY fn params { ++Core::dbg_numRenderCalls; rt p##fn call; } \
}
#include "OpenGLStubs.h"
#undef GL_FUNC
static bool lookup_glsym(const char *funcname, void **func)
{
*func = SDL_GL_GetProcAddress(funcname);
if (*func == NULL)
{
std::ostringstream os;
os << "Failed to find OpenGL symbol \"" << funcname << "\"\n";
errorLog(os.str());
return false;
}
return true;
}
static bool lookup_all_glsyms(void)
{
bool retval = true;
#define GL_FUNC(ret,fn,params,call,rt) \
if (!lookup_glsym(#fn, (void **) &p##fn)) retval = false;
#include "OpenGLStubs.h"
#undef GL_FUNC
return retval;
}
#endif
bool Core::initGraphicsLibrary(int width, int height, bool fullscreen, int vsync, int bpp, bool recreate)
{
static bool didOnce = false;
aspectX = width;
aspectY = height;
aspect = (aspectX/aspectY);
this->width = width;
this->height = height;
_vsync = vsync;
_fullscreen = fullscreen;
_bpp = bpp;
_hasFocus = false;
#if defined(BBGE_BUILD_SDL)
//setenv("SDL_VIDEO_CENTERED", "1", 1);
//SDL_putenv("SDL_VIDEO_WINDOW_POS=400,300");
// have to cast away constness, since SDL_putenv() might be #defined to
// putenv(), which takes a (char *), and freaks out newer GCC releases
// when you try to pass a (const!) string literal here... --ryan.
SDL_putenv((char *) "SDL_VIDEO_CENTERED=1");
SDL_putenv((char *) "LIBGL_DEBUG=verbose"); // temp, to track errors on linux with nouveau drivers.
if (recreate)
{
if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
{
errorLog(std::string("SDL Error: ") + std::string(SDL_GetError()));
exit(0);
}
#if BBGE_BUILD_OPENGL_DYNAMIC
if (SDL_GL_LoadLibrary(NULL) == -1)
{
errorLog(std::string("SDL_GL_LoadLibrary Error: ") + std::string(SDL_GetError()));
SDL_Quit();
exit(0);
}
#endif
}
setWindowCaption(appName, appName);
initIcon();
// Create window
setSDLGLAttributes();
//if (!didOnce)
{
Uint32 flags = 0;
flags = SDL_OPENGL;
if (fullscreen)
flags |= SDL_FULLSCREEN;
gScreen = SDL_SetVideoMode(width, height, bpp, flags);
if (gScreen == NULL)
{
std::ostringstream os;
os << "Couldn't set resolution [" << width << "x" << height << "]\n" << SDL_GetError();
errorLog(os.str());
SDL_Quit();
exit(0);
}
#if BBGE_BUILD_OPENGL_DYNAMIC
if (!lookup_all_glsyms())
{
std::ostringstream os;
os << "Couldn't load OpenGL symbols we need\n";
errorLog(os.str());
SDL_Quit();
exit(0);
}
#endif
}
setWindowCaption(appName, appName);
SDL_WM_GrabInput(grabInputOnReentry==0 ? SDL_GRAB_OFF : SDL_GRAB_ON);
char name[256];
SDL_VideoDriverName((char*)name, 256);
glViewport(0, 0, width, height);
glScissor(0, 0, width, height);
std::ostringstream os2;
os2 << "Video Driver Name [" << name << "]";
debugLog(os2.str());
SDL_ShowCursor(SDL_DISABLE);
SDL_PumpEvents();
for (int i = 0; i < KEY_MAXARRAY; i++)
{
keys[i] = 0;
}
#ifdef BBGE_BUILD_WINDOWS
SDL_SysWMinfo wmInfo;
SDL_GetWMInfo(&wmInfo);
hWnd = wmInfo.window;
#endif
#endif
#if defined(BBGE_BUILD_OPENGL)
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background
glClearDepth(1.0); // Depth Buffer Setup
glDisable(GL_CULL_FACE);
//glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
//glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glLoadIdentity();
glFinish();
#ifdef BBGE_BUILD_GLFW
glfwSwapInterval(vsync);
#endif
#endif
#if defined(BBGE_BUILD_DIRECTX)
// Initialize Direct3D
if( SUCCEEDED( InitD3D( this->hWnd, fullscreen, vsync ) ) )
{
// Show the window
ShowWindow( this->hWnd, SW_SHOWDEFAULT );
UpdateWindow( this->hWnd );
//initPipeline(PT_NORMAL);
}
else
{
errorLog("Could not init D3D");
exit(-1);
}
#endif
setClearColor(clearColor);
clearBuffers();
showBuffer();
lib_graphics = true;
_hasFocus = true;
enumerateScreenModes();
if (!didOnce)
didOnce = true;
// init success
return true;
}
void Core::enumerateScreenModes()
{
screenModes.clear();
#ifdef BBGE_BUILD_SDL
SDL_Rect **modes;
int i;
modes=SDL_ListModes(NULL, SDL_FULLSCREEN|SDL_HWSURFACE);
if(modes == (SDL_Rect **)0){
debugLog("No modes available!");
return;
}
if(modes == (SDL_Rect **)-1){
debugLog("All resolutions available.");
}
else{
int c=0;
for(i=0;modes[i];++i){
c++;
}
for (i=c-1;i>=0;i--)
{
if (modes[i]->w > modes[i]->h)
{
screenModes.push_back(ScreenMode(i, modes[i]->w, modes[i]->h));
}
}
}
#endif
}
void Core::shutdownSoundLibrary()
{
}
void Core::shutdownGraphicsLibrary(bool killVideo)
{
#ifdef BBGE_BUILD_SDL
glFinish();
if (killVideo) {
SDL_QuitSubSystem(SDL_INIT_VIDEO);
SDL_WM_GrabInput(SDL_GRAB_OFF);
FrameBuffer::resetOpenGL();
gScreen = 0;
#if BBGE_BUILD_OPENGL_DYNAMIC
// reset all the entry points to NULL, so we know exactly what happened
// if we call a GL function after shutdown.
#define GL_FUNC(ret,fn,params,call,rt) \
p##fn = NULL;
#include "OpenGLStubs.h"
#undef GL_FUNC
#endif
}
#endif
_hasFocus = false;
lib_graphics = false;
#ifdef BBGE_BUILD_WINDOWS
if (icon_windows)
{
::DestroyIcon(icon_windows);
icon_windows = 0;
}
#endif
}
void Core::quit()
{
enqueueJumpState("STATE_QUIT");
//loopDone = true;
//popAllStates();
}
void Core::applyState(const std::string &state)
{
if (nocasecmp(state, "state_quit")==0)
{
loopDone = true;
}
StateManager::applyState(state);
}
#ifdef BBGE_BUILD_GLFW
void GLFWCALL windowResize(int w, int h)
{
// this gets called on minimize + restore?
if (w == 0 && h == 0)
{
core->minimized = true;
return;
}
else
core->minimized = false;
if (w != core->width || h != core->height)
glfwSetWindowSize(core->width,core->height);
}
#endif
#ifdef BBGE_BUILD_WINDOWS
void centerWindow(HWND hwnd)
{
int x, y;
HWND hwndDeskTop;
RECT rcWnd, rcDeskTop;
// Get a handle to the desktop window
hwndDeskTop = ::GetDesktopWindow();
// Get dimension of desktop in a rect
::GetWindowRect(hwndDeskTop, &rcDeskTop);
// Get dimension of main window in a rect
::GetWindowRect(hwnd, &rcWnd);
// Find center of desktop
x = (rcDeskTop.right - rcDeskTop.left)/2;
y = (rcDeskTop.bottom - rcDeskTop.top)/2;
x -= (rcWnd.right - rcWnd.left)/2;
y -= (rcWnd.bottom - rcWnd.top)/2;
// Set top and left to center main window on desktop
::SetWindowPos(hwnd, HWND_TOP, x, y, 0, 0, SWP_NOSIZE);
// ::ShowWindow(hwnd, 1);
}
#endif
void Core::adjustWindowPosition(int x, int y)
{
#ifdef BBGE_BUILD_WINDOWS
RECT rcWnd;
::GetWindowRect(hWnd, &rcWnd);
rcWnd.left += x;
rcWnd.top += y;
::SetWindowPos(hWnd, HWND_TOP, rcWnd.left, rcWnd.top, 0, 0, SWP_NOSIZE);
#endif
}
bool Core::createWindow(int width, int height, int bits, bool fullscreen, std::string windowTitle)
{
this->width = width;
this->height = height;
redBits = greenBits = blueBits = alphaBits = 0;
#ifdef BBGE_BUILD_SDL
return true;
#endif
#ifdef BBGE_BUILD_GLFW
int redbits, greenbits, bluebits, alphabits;
redbits = greenbits = bluebits = 8;
alphabits = 0;
switch(bits)
{
case 16:
redbits = 5;
greenbits = 6;
bluebits = 5;
break;
case 24:
redbits = 8;
bluebits = 8;
greenbits = 8;
alphabits = 0;
break;
case 32:
redbits = 8;
greenbits = 8;
bluebits = 8;
alphabits = 8;
break;
case 8:
redbits = 2;
greenbits = 2;
bluebits = 2;
break;
}
if (glfwOpenWindow(width, height, redbits, greenbits, bluebits, 0, 0, 0, fullscreen ? GLFW_FULLSCREEN : GLFW_WINDOW) == GL_TRUE)
{
glfwSetWindowTitle(windowTitle.c_str());
resize(width,height);
#ifdef BBGE_BUILD_WINDOWS
this->hWnd = (HWND)glfwGetWindowHandle();
if (!fullscreen) centerWindow(hWnd);
#endif
glfwSetWindowSizeCallback(windowResize);
redBits = glfwGetWindowParam(GLFW_RED_BITS);
blueBits = glfwGetWindowParam(GLFW_BLUE_BITS);
greenBits = glfwGetWindowParam(GLFW_GREEN_BITS);
alphaBits = glfwGetWindowParam(GLFW_ALPHA_BITS);
if (redBits < 8 && (bits == 32 || bits == 24))
{
int sayBits = 32;
std::ostringstream os;
os << "(" << width << ", " << height << ") " << sayBits << "-bit mode could not be enabled. Please try setting your desktop to " << sayBits << "-bit color depth";
if (!fullscreen)
os << ", or try running in fullscreen.";
else
os << ".";
os << " This resolution may not be supported on your machine.";
errorLog(os.str());
exit(0); return false;
}
return true;
}
else
return false;
#endif
#ifdef BBGE_BUILD_DIRECTX
// Register the window class
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
windowTitle.c_str(), NULL };
RegisterClassEx( &wc );
this->hWnd = CreateWindow( windowTitle.c_str(), windowTitle.c_str(),
WS_OVERLAPPEDWINDOW, 100, 100, width, height+10,
GetDesktopWindow(), NULL, wc.hInstance, NULL );
return true;
#endif
}
// No longer part of C/C++ standard
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
static void
bbgePerspective(float fovy, float aspect, float zNear, float zFar)
{
float sine, cotangent, deltaZ;
float radians = fovy / 2.0f * M_PI / 180.0f;
deltaZ = zFar - zNear;
sine = sinf(radians);
if ((deltaZ == 0.0f) || (sine == 0.0f) || (aspect == 0.0f)) {
return;
}
cotangent = cosf(radians) / sine;
GLfloat m[4][4] = {
{ 1.0f, 0.0f, 0.0f, 0.0f },
{ 0.0f, 1.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 1.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f, 1.0f }
};
m[0][0] = (GLfloat) (cotangent / aspect);
m[1][1] = (GLfloat) cotangent;
m[2][2] = (GLfloat) (-(zFar + zNear) / deltaZ);
m[2][3] = -1.0f;
m[3][2] = (GLfloat) (-2.0f * zNear * zFar / deltaZ);
m[3][3] = 0.0f;
glMultMatrixf(&m[0][0]);
}
void Core::setPixelScale(int pixelScaleX, int pixelScaleY)
{
/*
piScaleX = pixelScaleX;
piScaleY = pixelScaleY;
*/
virtualWidth = pixelScaleX;
//MAX(virtualWidth, 800);
virtualHeight = pixelScaleY;//int((pixelScale*aspectY)/aspectX); //assumes 4:3 aspect ratio
this->baseCullRadius = sqrtf(sqr(getVirtualWidth()/2) + sqr(getVirtualHeight()/2));
std::ostringstream os;
os << "virtual(" << virtualWidth << ", " << virtualHeight << ")";
debugLog(os.str());
vw2 = virtualWidth/2;
vh2 = virtualHeight/2;
center = Vector(baseVirtualWidth/2, baseVirtualHeight/2);
virtualOffX = 0;
virtualOffY = 0;
int diff = 0;
diff = virtualWidth-baseVirtualWidth;
if (diff > 0)
virtualOffX = ((virtualWidth-baseVirtualWidth)/2);
else
virtualOffX = 0;
diff = virtualHeight-baseVirtualHeight;
if (diff > 0)
virtualOffY = ((virtualHeight-baseVirtualHeight)/2);
else
virtualOffY = 0;
}
// forcePixelScale used by Celu
void Core::enable2DWide(int rx, int ry)
{
float aspect = float(rx) / float(ry);
if (aspect >= 1.3f)
{
int vw = int(float(baseVirtualHeight) * (float(rx)/float(ry)));
//vw = MAX(vw, baseVirtualWidth);
core->enable2D(vw, baseVirtualHeight, 1);
}
else
{
int vh = int(float(baseVirtualWidth) * (float(ry)/float(rx)));
//vh = MAX(vh, baseVirtualHeight);
core->enable2D(baseVirtualWidth, vh, 1);
}
}
static void bbgeOrtho2D(float left, float right, float bottom, float top)
{
glOrtho(left, right, bottom, top, -1.0, 1.0);
}
void Core::enable2D(int pixelScaleX, int pixelScaleY, bool forcePixelScale)
{
// why do this again? don't really get it
/*
if (mode == MODE_2D)
{
if (forcePixelScale || (pixelScaleX!=0 && core->width!=pixelScaleX) || (pixelScaleY!=0 && core->height!=pixelScaleY))
{
float widthFactor = core->width/float(pixelScaleX);
float heightFactor = core->height/float(pixelScaleY);
core->globalResolutionScale = Vector(widthFactor,heightFactor,1.0f);
setPixelScale(pixelScaleX, pixelScaleY);
std::ostringstream os;
os << "top of call: ";
os << "widthFactor: " << widthFactor;
os << "heightFactor: " << heightFactor;
debugLog(os.str());
}
return;
}
*/
#ifdef BBGE_BUILD_OPENGL
GLint viewPort[4];
glGetIntegerv(GL_VIEWPORT, viewPort);
glMatrixMode(GL_PROJECTION);
//glPushMatrix();
glLoadIdentity();
float vw=0,vh=0;
viewOffX = viewOffY = 0;
float aspect = float(width)/float(height);
if (aspect >= 1.4f)
{
vw = float(baseVirtualWidth * viewPort[3]) / float(baseVirtualHeight);
viewOffX = (viewPort[2] - vw) * 0.5f;
}
else if (aspect < 1.3f)
{
vh = float(baseVirtualHeight * viewPort[2]) / float(baseVirtualWidth);
viewOffY = (viewPort[3] - vh) * 0.5f;
}
/*
vh = float(baseVirtualHeight * viewPort[2]) / float(baseVirtualWidth);
viewOffY = (viewPort[3] - vh) * 0.5f;
*/
/*
std::ostringstream os;
os << "vw: " << vw << " OFFX: " << viewOffX << " ";
os << "vh: " << vh << " OFFY: " << viewOffY;
debugLog(os.str());
*/
/*
float aspect = float(width) / float (height);
if (aspect < 1.3f)
{
viewOffX *= 0.5f;
}
*/
//#else
// int offx=0,offy=0;
//#endif
//+offx
//-offx
//glOrtho(0.0f,viewPort[2],viewPort[3],0.0f,-1000.0f,1000.0f);
//glOrtho(0.0f+offx,viewPort[2]+offx,viewPort[3]+offy,0.0f+offy,-1.0f,1.0f);
bbgeOrtho2D(0.0f-viewOffX,viewPort[2]-viewOffX,viewPort[3]-viewOffY,0.0f-viewOffY);
/*
static bool doOnce = false;
if (!doOnce)
{
glOrtho(0.0f,viewPort[2],viewPort[3],0.0f,-10.0f,10.0f);
doOnce = true;
}
*/
//glOrtho(-viewPort[2]/2,viewPort[2]/2,viewPort[3]/2,-viewPort[3]/2,-10.0f,10.0f);
//glOrtho(0, viewPort[2], 0, viewPort[3], -100, 100);
glMatrixMode(GL_MODELVIEW);
//glPushMatrix();
glLoadIdentity();
setupRenderPositionAndScale();
#endif
#ifdef BBGE_BUILD_DIRECTX
D3DXMATRIX matOrtho;
D3DXMATRIX matIdentity;
//Setup orthographic projection matrix
D3DXMatrixOrthoOffCenterLH(&matOrtho, 0, getWindowWidth(), getWindowHeight(), 0, 1, 10);
//D3DXMatrixOrthoLH (&matOrtho, getWindowWidth(), getWindowHeight(), 1.0f, 10.0f);
D3DXMatrixIdentity (&matIdentity);
g_pd3dDevice->SetTransform (D3DTS_PROJECTION, &matOrtho);
g_pd3dDevice->SetTransform (D3DTS_WORLD, &matIdentity);
g_pd3dDevice->SetTransform (D3DTS_VIEW, &matIdentity);
// For our world matrix, we will just leave it as the identity
/*
D3DXMATRIXA16 matWorld;
D3DXMatrixIdentity( &matWorld );
//D3DXMatrixRotationX( &matWorld, 0/1000.0f );
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
// Set up our view matrix. A view matrix can be defined given an eye point,
// a point to lookat, and a direction for which way is up. Here, we set the
// eye five units back along the z-axis and up three units, look at the
// origin, and define "up" to be in the y-direction.
D3DXVECTOR3 vEyePt( 0.0f, 0.0f,0.0f );
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
D3DXMATRIXA16 matView;
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
// For the projection matrix, we set up a perspective transform (which
// transforms geometry from 3D view space to 2D viewport space, with
// a perspective divide making objects smaller in the distance). To build
// a perpsective transform, we need the field of view (1/4 pi is common),
// the aspect ratio, and the near and far clipping planes (which define at
// what distances geometry should be no longer be rendered).
///LPDIRECT3DVIEWPORT3 Viewport;
D3DVIEWPORT9 viewport;
viewport.Width = core->getWindowWidth();
viewport.Height = core->getWindowHeight();
viewport.MaxZ = 5;
viewport.MinZ = -5;
viewport.X = 0;
viewport.Y = 0;
g_pd3dDevice->SetViewport( &viewport );
D3DXMATRIXA16 matProj;
D3DXMatrixOrthoLH(&matProj, 800, 600, -5, 5);
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
*/
// Create the viewport
/*
if (FAILED(g_pd3dDevice->CreateViewport(&Viewport,NULL)))
{ errorLog("Failed to create a viewport"); };
if (FAILED(g_pd3dDevice->AddViewport(Viewport)))
{ errorLog("Failed to add a viewport"); };
if (FAILED(g_pd3dDevice->SetViewport2(&Viewdata)))
{ errorLog("Failed to set Viewport data"); };
g_pd3dDevice->SetCurrentViewport(Viewport);
*/
/*
D3DXMATRIXA16 matProj;
D3DXMatrixOrthoLH(&matProj, 4, 3, -5, 5);
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
*/
/*
D3DVIEWPORT9 viewport;
g_pd3dDevice->GetViewport(&viewport);
D3DXMATRIX matProj;
D3DXMatrixOrthoLH(&matProj, viewport.Width, viewport.Height, -10, 10);
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
*/
#endif
if (forcePixelScale || (pixelScaleX!=0 && core->width!=pixelScaleX) || (pixelScaleY!=0 && core->height!=pixelScaleY))
{
/*
float f = core->width/float(pixelScale);
core->globalResolutionScale = Vector(f,f,1.0f);
*/
//debugLog("HEEEREEE");
float widthFactor = core->width/float(pixelScaleX);
float heightFactor = core->height/float(pixelScaleY);
//float heightFactor =
core->globalResolutionScale = Vector(widthFactor,heightFactor,1.0f);
setPixelScale(pixelScaleX, pixelScaleY);
//core->globalResolutionScale = Vector(1.5,1.5,1);
/*
std::ostringstream os;
os << "bottom of call: ";
os << "widthFactor: " << widthFactor;
os << " heightFactor: " << heightFactor;
debugLog(os.str());
*/
}
setPixelScale(pixelScaleX, pixelScaleY);
//core->globalResolutionScale.x = 1.6;
//setupRenderPositionAndScale();
}
void Core::quitNestedMain()
{
if (getNestedMains() > 1)
{
quitNestedMainFlag = true;
}
}
void Core::resetTimer()
{
#ifdef BBGE_BUILD_GLFW
glfwSetTime(0);
#endif
#ifdef BBGE_BUILD_SDL
nowTicks = thenTicks = SDL_GetTicks();
#endif
#ifdef BBGE_BUILD_DIRECTX
QueryPerformanceCounter((LARGE_INTEGER*)&timerEnd);
timerStart = timerEnd;
#endif
for (int i = 0; i < avgFPS.size(); i++)
{
avgFPS[i] = 0;
}
}
void Core::setDockIcon(const std::string &ident)
{
}
void Core::msg(const std::string &message)
{
#ifdef BBGE_BUILD_WINDOWS
MessageBox(0, message.c_str(), "Message", MB_OK);
#endif
}
void Core::setMousePosition(const Vector &p)
{
Vector lp = core->mouse.position;
core->mouse.position = p;
#if !defined(BBGE_BUILD_WINDOWS) && defined(BBGE_BUILD_GLFW)
glfwSetMousePos(p.x,p.y);
#endif
#ifdef BBGE_BUILD_SDL
float px = p.x + virtualOffX;
float py = p.y;// + virtualOffY;
SDL_WarpMouse( px * (float(width)/float(virtualWidth)), py * (float(height)/float(virtualHeight)));
/*
ignoreNextMouse = true;
unchange = core->mouse.position - lp;
*/
#endif
/*
std::ostringstream os;
os << "setting position (" << p.x << ", " << p.y << ")";
debugLog(os.str());
*/
}
// used to update all render objects either uniformly or as part of a time sliced update process
void Core::updateRenderObjects(float dt)
{
//HACK: we may not always be assuming virtual 800x600
Vector cameraC = core->cameraPos + Vector(400,300);
for (int c = 0; c < renderObjectLayers.size(); c++)
{
RenderObjectLayer *rl = &renderObjectLayers[c];
if (!rl->update)
continue;
for (RenderObject *r = rl->getFirst(); r; r = rl->getNext())
{
r->update(dt);
}
}
if (loopDone)
return;
if (clearedGarbageFlag)
{
clearedGarbageFlag = false;
}
}
std::string Core::getEnqueuedJumpState()
{
return this->enqueuedJumpState;
}
int screenshotNum = 0;
std::string getScreenshotFilename()
{
while (true)
{
std::ostringstream os;
os << core->getUserDataFolder() << "/screenshots/screen" << screenshotNum << ".tga";
screenshotNum ++;
std::string str(os.str());
if (!core->exists(str)) // keep going until we hit an unused filename.
return str;
}
}
uint32 Core::getTicks()
{
#ifdef BBGE_BUILD_SDL
return SDL_GetTicks();
#endif
return 0;
}
float Core::stopWatch(int d)
{
if (d)
{
stopWatchStartTime = getTicks()/1000.0f;
return stopWatchStartTime;
}
else
{
return (getTicks()/1000.0f) - stopWatchStartTime;
}
return 0;
}
bool Core::isWindowFocus()
{
#ifdef BBGE_BUILD_SDL
return ((SDL_GetAppState() & SDL_APPINPUTFOCUS) != 0);
#endif
return true;
}
void Core::main(float runTime)
{
bool verbose = coreVerboseDebug;
if (verbose) debugLog("entered Core::main");
// cannot nest loops when the game is over
if (loopDone) return;
//QueryPerformanceCounter((LARGE_INTEGER*)&lastTime);
//QueryPerformanceFrequency((LARGE_INTEGER*)&freq);
float dt;
float counter = 0;
int frames = 0;
float real_dt = 0;
//std::ofstream out("debug.log");
#if (!defined(_DEBUG) || defined(BBGE_BUILD_UNIX)) && defined(BBGE_BUILD_SDL)
bool wasInactive = false;
#endif
#ifdef BBGE_BUILD_GLFW
if (runTime == -1)
glfwSetTime(0);
#endif
#ifdef BBGE_BUILD_DIRECTX
// HACK: find out how to use performance counter again Query
if (verbose) debugLog("Performance Counter");
if (!QueryPerformanceFrequency((LARGE_INTEGER*)&freq))
{
errorLog ("could not get clock freq");
return;
}
QueryPerformanceCounter((LARGE_INTEGER*)&timerStart);
/*
DWORD ticks = GetTickCount();
DWORD newTicks;
*/
#endif
#ifdef BBGE_BUILD_SDL
nowTicks = thenTicks = SDL_GetTicks();
#endif
//int i;
nestedMains++;
// HACK: Why block this?
/*
if (nestedMains > 1 && runTime <= 0)
return;
*/
#ifdef BBGE_BUILD_DIRECTX
MSG msg;
ZeroMemory( &msg, sizeof(msg) );
#endif
while((runTime == -1 && !loopDone) || (runTime >0)) // Loop That Runs While done=FALSE
{
BBGE_PROF(Core_main);
#ifdef BBGE_BUILD_DIRECTX
if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
#endif
#ifdef BBGE_BUILD_GLFW
if (verbose) debugLog("glfwSetTime");
dt = glfwGetTime();
glfwSetTime(0);
#endif
#ifdef BBGE_BUILD_DIRECTX
/*
newTicks = GetTickCount();
*/
QueryPerformanceCounter((LARGE_INTEGER*)&timerEnd);
dt = (float(timerEnd-timerStart)/float(freq));
timerStart = timerEnd;
// dt = float(newTicks)/1000.0f;
//dt = float(newTicks - ticks)/1000.0f;
//ticks = newTicks;
#endif
#ifdef BBGE_BUILD_SDL
if (timeUpdateType == TIMEUPDATE_DYNAMIC)
{
nowTicks = SDL_GetTicks();
}
/*
else
{
if (nowTicks == 0)
{
nowTicks = SDL_GetTicks();
}
}
*/
dt = (nowTicks-thenTicks)/1000.0;
thenTicks = nowTicks;
//thenTicks = SDL_GetTicks();
#endif
if (verbose) debugLog("avgFPS");
if (!avgFPS.empty())
{
/*
if (avgFPS[0] <= 0)
{
for (int i = 0; i < avgFPS.size(); i++)
avgFPS[i] = dt;
}
*/
int i = 0;
for (i = avgFPS.size()-1; i > 0; i--)
{
avgFPS[i] = avgFPS[i-1];
}
avgFPS[0] = dt;
float c=0;
int n = 0;
for (i = 0; i < avgFPS.size(); i++)
{
if (avgFPS[i] > 0)
{
c += avgFPS[i];
n ++;
}
}
if (n > 0) // && n == avgFPS.size() ??
{
c /= n;
dt = c;
}
/*
std::ostringstream os;
os << dt;
debugLog(os.str());
*/
}
[vfs, #3] All file reading code goes through the VFS now, new mod downloader & mod selector in place. Also a bunch of other stuff. (...) - HTTP networking support, mods can be downloaded via the builtin downloader. All network activity runs in a seperate thread, which is started as soon as any network activity is requested. - The master server is hard-coded to fg.wzff.de/aqmods/ if not specified otherwise; this setting can be overridden in the config file. - The mod selector screen is now a grid-view for much better navigation; also works with joystick. - VFS code is functionally similar to the old molebox-packed release for win32. The game could also have its data shipped in a Zip file or any other kind of archive. - It is still possible to build without VFS support, but then the mod downloader and soft-patching will not be available. The full commit history can be found here: https://github.com/fgenesis/Aquaria_clean/compare/master...vfs The most important commit messages follow: [...] This replaces all std::ifstream with InStream, and fopen(), ... with vfopen(), ... Some code is #ifdef'd for better performance and less memory-copying. VFILE is defined to whatever type of file is in use: - FILE if BBGE_BUILD_VFS is not defined - tttvfs::VFSFile if it is. Other changes: - [un]packFile() is now unused and obsolete. That code has not been adjusted to use VFILE. - glpng can now load from a memory buffer. - TinyXML uses the VFS for reading operations now. - The rather clunky binary stream loading of glfont2 got replaced with ByteBuffer, which gets its data in one block (necessary to use the VFS without implementing a somewhat STL-compliant std::ifstream replacement.) ------------- Implement loading mods from zip files. ------------- Implement soft-patching game data files. (Replacing textures/audio/... on the fly) ------------- Misc bits: - Extended GUI focus handling a bit - Fixed weirdness in texture loading... not sure but this seems more correct to me. Actually, considering that the texture will have its native size after restarting the game, the lines removed with this commit seem pretty useless.
2012-06-01 15:52:19 +00:00
#if !defined(_DEBUG) && defined(BBGE_BUILD_SDL)
if (verbose) debugLog("checking window active");
if (lib_graphics && (wasInactive || !settings.runInBackground))
{
if (isWindowFocus())
{
_hasFocus = true;
if (wasInactive)
{
debugLog("WINDOW ACTIVE");
setReentryInputGrab(1);
wasInactive = false;
}
}
else
{
if (_hasFocus)
{
if (!wasInactive)
debugLog("WINDOW INACTIVE");
wasInactive = true;
_hasFocus = false;
setReentryInputGrab(0);
sound->pause();
core->joystick.rumble(0,0,0);
while (!isWindowFocus())
{
pollEvents();
//debugLog("app not in input focus");
SDL_Delay(200);
resetTimer();
}
debugLog("app back in focus, reset");
// Don't do this on Linux, it's not necessary and causes big stalls.
// We don't actually _lose_ the device like Direct3D anyhow.
#ifndef BBGE_BUILD_UNIX
if (_fullscreen)
{
// calls reload device - reloadDevice()
resetGraphics(width, height);
}
#endif
resetTimer();
sound->resume();
resetTimer();
SDL_ShowCursor(SDL_DISABLE);
continue;
}
}
}
#endif
if (timeUpdateType == TIMEUPDATE_FIXED)
{
real_dt = dt;
dt = 1.0f/float(fixedFPS);
}
old_dt = dt;
if (verbose) debugLog("modify dt");
modifyDt(dt);
if (verbose) debugLog("check runtime/quit");
if (quitNestedMainFlag)
{
quitNestedMainFlag = false;
break;
}
if (runTime>0)
{
runTime -= dt;
if (runTime < 0)
runTime = 0;
}
// UPDATE
if (verbose) debugLog("post processing fx update");
postProcessingFx.update(dt);
if (verbose) debugLog("update eventQueue");
eventQueue.update(dt);
if (verbose) debugLog("Update render objects");
updateRenderObjects(dt);
if (verbose) debugLog("Update particle manager");
if (particleManager)
particleManager->update(dt);
if (verbose) debugLog("sound update");
sound->update(dt);
if (verbose) debugLog("onUpdate");
onUpdate(dt);
if (nestedMains == 1)
clearGarbage();
if (loopDone)
break;
updateCullData();
dbg_numRenderCalls = 0;
if (settings.renderOn)
{
if (verbose) debugLog("dark layer prerender");
if (darkLayer.isUsed())
{
darkLayer.preRender();
}
if (verbose) debugLog("render");
render();
if (verbose) debugLog("showBuffer");
showBuffer();
BBGE_PROF(STOP);
if (verbose) debugLog("clearGarbage");
if (nestedMains == 1)
clearGarbage();
if (verbose) debugLog("frame counter");
frames++;
counter += dt;
if (counter > 1)
{
fps = frames;
frames = counter = 0;
}
}
if (doScreenshot)
{
if (verbose) debugLog("screenshot");
doScreenshot = false;
saveScreenshotTGA(getScreenshotFilename());
prepScreen(0);
}
// wait
if (timeUpdateType == TIMEUPDATE_FIXED)
{
static float avg_diff=0;
static int avg_diff_count=0;
float diff = (1.0f/float(fixedFPS)) - real_dt;
avg_diff_count++;
avg_diff += diff;
char buf[256];
sprintf(buf, "real_dt: %5.4f \n realFPS: %5.4f \n fixedFPS: %5.4f \n diff: %5.4f \n delay: %5.4f \n avgdiff: %5.8f", float(real_dt), float(real_dt>0?(1.0f/real_dt):0.0f), float(fixedFPS), float(diff), float(diff*1000), float(avg_diff/(float)avg_diff_count));
fpsDebugString = buf;
/*
std::ostringstream os;
os << "real_dt: " << real_dt << "\n realFPS: " << (1.0/real_dt) << "\n fixedFPS: " << fixedFPS << "\n diff: " << diff << "\n delay: " << diff*1000;
fpsDebugString = os.str();
*/
#ifdef BBGE_BUILD_SDL
nowTicks = SDL_GetTicks();
if (diff > 0)
{
//Sleep(diff*1000);
//SDL_Delay(diff*1000);
while ((SDL_GetTicks() - nowTicks) < (diff*1000))
{
//wend, bitch
}
}
//nowTicks = SDL_GetTicks();
#endif
}
}
if (verbose) debugLog("bottom of function");
quitNestedMainFlag = false;
if (nestedMains==1)
clearGarbage();
nestedMains--;
if (verbose) debugLog("exit Core::main");
}
// less than through pointer
bool RenderObject_lt(RenderObject* x, RenderObject* y)
{
return x->getSortDepth() < y->getSortDepth();
}
// greater than through pointer
bool RenderObject_gt(RenderObject* x, RenderObject* y)
{
return x->getSortDepth() > y->getSortDepth();
}
void Core::sortLayer(int layer)
{
if (layer >= 0 && layer < renderObjectLayers.size())
renderObjectLayers[layer].sort();
}
void Core::sort()
{
/*
if (sortEnabled)
renderObjects.sort(RenderObject_lt);
*/
// sort layeres independantly
/*
for (int i = renderObjects.size()-1; i >= 0; i--)
{
bool flipped = false;
for (int j = 0; j < i; j++)
{
//position.z
//position.z
//!renderObjects[j]->parent && !renderObjects[j+1]->parent &&
if (renderObjects[j]->getSortDepth() > renderObjects[j+1]->getSortDepth())
{
RenderObject *temp;
temp = renderObjects[j];
renderObjects[j] = renderObjects[j+1];
renderObjects[j+1] = temp;
flipped = true;
}
}
if (!flipped) break;
}
*/
}
void Core::clearBuffers()
{
if (flags.get(CF_CLEARBUFFERS))
{
#ifdef BBGE_BUILD_OPENGL
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
#endif
#ifdef BBGE_BUILD_DIRECTX
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(int(clearColor.x*255),int(clearColor.y*255),int(clearColor.z*255)), 1.0f, 0 );
#endif
}
}
void Core::setupRenderPositionAndScale()
{
#ifdef BBGE_BUILD_OPENGL
glScalef(globalScale.x*globalResolutionScale.x*screenCapScale.x, globalScale.y*globalResolutionScale.y*screenCapScale.y, globalScale.z*globalResolutionScale.z);
glTranslatef(-(cameraPos.x+cameraOffset.x), -(cameraPos.y+cameraOffset.y), -(cameraPos.z+cameraOffset.z));
#endif
}
void Core::setupGlobalResolutionScale()
{
glScalef(globalResolutionScale.x, globalResolutionScale.y, globalResolutionScale.z);
}
void Core::initFrameBuffer()
{
frameBuffer.init(-1, -1, true);
}
void Core::setMouseConstraint(bool on)
{
/*
if (mouseConstraint && !on)
{
setMousePosition(mouse.position);
}
*/
mouseConstraint = on;
}
void Core::setMouseConstraintCircle(int circle)
{
mouseConstraint = true;
mouseCircle = circle;
}
/*
void Core::clearKeys()
{
for (int i = 0; i < KEY_MAXARRAY; i++)
{
keys[i] = 0;
}
}
*/
int Core::getVirtualOffX()
{
return virtualOffX;
}
int Core::getVirtualOffY()
{
return virtualOffY;
}
void Core::centerMouse()
{
setMousePosition(Vector((virtualWidth/2) - core->getVirtualOffX(), virtualHeight/2));
}
bool Core::doMouseConstraint()
{
if (mouseConstraint)
{
//- core->getVirtualOffX()
//- virtualOffX
Vector h = Vector(core->center.x , core->center.y);
Vector d = mouse.position - h;
if (!d.isLength2DIn(mouseCircle))
{
d.setLength2D(mouseCircle);
mouse.position = h+d;
//warpMouse = true;
return true;
}
}
return false;
}
void Core::pollEvents()
{
#if defined(BBGE_BUILD_SDL)
bool warpMouse=false;
/*
Uint8 *keystate = SDL_GetKeyState(NULL);
for (int i = 0; i < KEY_MAXARRAY; i++)
{
keys[i] = keystate[i];
}
*/
if (updateMouse)
{
int x, y;
Uint8 mousestate = SDL_GetMouseState(&x,&y);
if (mouse.buttonsEnabled)
{
mouse.buttons.left = mousestate & SDL_BUTTON(1)?DOWN:UP;
mouse.buttons.right = mousestate & SDL_BUTTON(3)?DOWN:UP;
mouse.buttons.middle = mousestate & SDL_BUTTON(2)?DOWN:UP;
mouse.pure_buttons = mouse.buttons;
if (flipMouseButtons)
{
std::swap(mouse.buttons.left, mouse.buttons.right);
}
}
else
{
mouse.buttons.left = mouse.buttons.right = mouse.buttons.middle = UP;
}
mouse.scrollWheelChange = 0;
mouse.change = Vector(0,0);
}
SDL_Event event;
while ( SDL_PollEvent (&event) ) {
switch (event.type) {
case SDL_KEYDOWN:
{
#if __APPLE__
if ((event.key.keysym.sym == SDLK_q) && (event.key.keysym.mod & KMOD_META))
#else
if ((event.key.keysym.sym == SDLK_F4) && (event.key.keysym.mod & KMOD_ALT))
#endif
{
quitNestedMain();
quit();
}
if ((event.key.keysym.sym == SDLK_g) && (event.key.keysym.mod & KMOD_CTRL))
{
// toggle mouse grab with the magic hotkey.
grabInputOnReentry = (grabInputOnReentry)?0:-1;
setReentryInputGrab(1);
}
else if (_hasFocus)
{
int k = (int)event.key.keysym.sym;
keys[k] = 1;
}
}
break;
case SDL_KEYUP:
{
if (_hasFocus)
{
int k = (int)event.key.keysym.sym;
keys[k] = 0;
}
}
break;
case SDL_MOUSEMOTION:
{
if (_hasFocus && updateMouse)
{
mouse.lastPosition = mouse.position;
mouse.position.x = ((event.motion.x) * (float(virtualWidth)/float(getWindowWidth()))) - getVirtualOffX();
mouse.position.y = event.motion.y * (float(virtualHeight)/float(getWindowHeight()));
mouse.change = mouse.position - mouse.lastPosition;
if (doMouseConstraint()) warpMouse = true;
}
}
break;
case SDL_MOUSEBUTTONDOWN:
{
if (_hasFocus && updateMouse)
{
switch(event.button.button)
{
case 4:
mouse.scrollWheelChange = 1;
break;
case 5:
mouse.scrollWheelChange = -1;
break;
}
}
}
break;
case SDL_MOUSEBUTTONUP:
{
if (_hasFocus && updateMouse)
{
switch(event.button.button)
{
case 4:
mouse.scrollWheelChange = 1;
break;
case 5:
mouse.scrollWheelChange = -1;
break;
}
}
}
break;
case SDL_QUIT:
SDL_Quit();
_exit(0);
//loopDone = true;
//quit();
break;
case SDL_SYSWMEVENT:
{
/*
debugLog("SYSWM!");
if (event.syswm.type == WM_ACTIVATE)
{
debugLog("ACTIVE");
this->unloadDevice();
this->reloadDevice();
}
else
{
debugLog("NOT ACTIVE");
this->unloadDevice();
}
*/
}
break;
default:
break;
}
}
if (updateMouse)
{
mouse.scrollWheel += mouse.scrollWheelChange;
if (warpMouse)
{
setMousePosition(mouse.position);
}
}
#endif
}
#define _VLN(x, y, x2, y2) glVertex2f(x, y); glVertex2f(x2, y2);
void Core::print(int x, int y, const char *str, float sz)
{
//Prof(Core_print);
/*
glLoadIdentity();
core->setupRenderPositionAndScale();
*/
///glPushAttrib(GL_ALL_ATTRIB_BITS);
#ifdef BBGE_BUILD_OPENGL
glBindTexture(GL_TEXTURE_2D, 0);
glPushMatrix();
//sz *= 8;
//float osz = sz;
float xx = x;
float yy = y;
glTranslatef(x, y-0.5f*sz, 0);
x = y = 0;
xx = 0; yy = 0;
bool isLower = false, wasLower = false;
int c=0;
/*
if (a == 1)
glDisable(GL_BLEND);
else
glEnable(GL_BLEND);
glColor4f(r,g,b,a);
*/
glLineWidth(1);
glScalef(sz*0.75f, sz, 1);
glBegin(GL_LINES);
while (str[c] != '\0')
{
if (str[c] <= 'z' && str[c] >= 'a')
isLower = true;
else
isLower = false;
/*
if (isLower)
glScalef(sz*0.5f, sz*0.5f, 1);
else if (wasLower)
{
glScalef(sz, sz, 1);
wasLower = false;
}
*/
switch(toupper(str[c]))
{
case '_':
_VLN(xx, y+1, xx+1, y+1)
break;
case '-':
_VLN(xx, y+0.5f, xx+1, y+0.5f)
break;
case '~':
_VLN(xx, y+0.5f, xx+0.25f, y+0.4f)
_VLN(xx+0.25f, y+0.4f, xx+0.75f, y+0.6f)
_VLN(xx+0.75f, y+0.6f, xx+1, y+0.5f)
break;
case 'A':
_VLN(xx, y, xx+1, y)
_VLN(xx+1, y, xx+1, y+1)
_VLN(xx, y, xx, y+1)
_VLN(xx, y+0.5f, xx+1, y+0.5f)
break;
case 'B':
_VLN(xx, y, xx+1, y)
_VLN(xx+1, y, xx+1, y+1)
_VLN(xx, y, xx, y+1)
_VLN(xx, y+0.5f, xx+1, y+0.5f)
_VLN(xx, y+1, xx+1, y+1)
break;
case 'C':
_VLN(xx, y, xx+1, y)
_VLN(xx, y, xx, y+1)
_VLN(xx, y+1, xx+1, y+1)
break;
case 'D':
_VLN(xx, y, xx+1, y+0.2f)
_VLN(xx, y, xx, y+1)
_VLN(xx, y+1, xx+1, y+1)
_VLN(xx+1, y+0.2f, xx+1, y+1)
break;
case 'E':
_VLN(xx, y, xx+1, y)
_VLN(xx, y, xx, y+1)
_VLN(xx, y+0.5f, xx+1, y+0.5f)
_VLN(xx, y+1, xx+1, y+1)
break;
case 'F':
_VLN(xx, y, xx+1, y)
_VLN(xx, y, xx, y+1)
_VLN(xx, y+0.5f, xx+1, y+0.5f)
break;
case 'G':
_VLN(xx, y, xx+1, y)
_VLN(xx, y, xx, y+1)
_VLN(xx, y+1, xx+1, y+1)
_VLN(xx+1, y+0.5f, xx+1, y+1)
break;
case 'H':
_VLN(xx, y, xx, y+1)
_VLN(xx, y+0.5f, xx+1, y+0.5f)
_VLN(xx+1, y, xx+1, y+1)
break;
case 'I':
_VLN(xx+0.5f, y, xx+0.5f, y+1)
_VLN(xx, y, xx+1, y)
_VLN(xx, y+1, xx+1, y+1)
break;
case 'J':
_VLN(xx+1, y, xx+1, y+1)
_VLN(xx, y, xx+1, y)
_VLN(xx, y+1, xx+1, y+1)
_VLN(xx, y+1, xx, y+0.75f)
break;
case 'K':
_VLN(xx, y, xx, y+1)
_VLN(xx, y+0.25f, xx+1, y)
_VLN(xx, y+0.25f, xx+1, y+1)
break;
case 'L':
_VLN(xx, y, xx, y+1)
_VLN(xx, y+1, xx+1, y+1)
break;
case 'M':
_VLN(xx, y, xx, y+1)
_VLN(xx+1, y, xx+1, y+1)
_VLN(xx, y, xx+0.5f, y+0.5f)
_VLN(xx+1, y, xx+0.5f, y+0.5f)
break;
case 'N':
_VLN(xx, y, xx, y+1)
_VLN(xx+1, y, xx+1, y+1)
_VLN(xx, y, xx+1, y+1)
break;
case 'O':
_VLN(xx, y, xx, y+1)
_VLN(xx+1, y, xx+1, y+1)
_VLN(xx, y+1, xx+1, y+1)
_VLN(xx, y, xx+1, y)
break;
case 'P':
_VLN(xx, y, xx+1, y)
_VLN(xx, y, xx, y+1)
_VLN(xx, y+0.5f, xx+1, y+0.5f)
_VLN(xx+1, y+0.5f, xx+1, y)
break;
case 'Q':
_VLN(xx, y, xx, y+1)
_VLN(xx+1, y, xx+1, y+1)
_VLN(xx, y+1, xx+1, y+1)
_VLN(xx, y, xx+1, y)
_VLN(xx, y+0.5f, xx+1.25f, y+1.25f)
break;
case 'R':
_VLN(xx, y, xx+1, y)
_VLN(xx, y, xx, y+1)
_VLN(xx, y+0.5f, xx+1, y+0.5f)
_VLN(xx+1, y+0.5f, xx+1, y)
_VLN(xx, y+0.5f, xx+1, y+1)
break;
case 'S':
_VLN(xx, y, xx+1, y)
_VLN(xx, y, xx, y+0.5f)
_VLN(xx, y+0.5f, xx+1, y+0.5f)
_VLN(xx+1, y+0.5f, xx+1, y+1)
_VLN(xx, y+1, xx+1, y+1)
break;
case 'T':
_VLN(xx, y, xx+1, y)
_VLN(xx+0.5f, y, xx+0.5f, y+1)
break;
case 'U':
_VLN(xx, y+1, xx+1, y+1)
_VLN(xx, y, xx, y+1)
_VLN(xx+1, y, xx+1, y+1)
break;
case 'V':
_VLN(xx, y, xx+0.5f, y+1)
_VLN(xx+1, y, xx+0.5f, y+1)
break;
case 'W':
_VLN(xx, y, xx+0.25f, y+1)
_VLN(xx+0.25f, y+1, xx+0.5f, y+0.5f)
_VLN(xx+0.5f, y+0.5f, xx+0.75f, y+1)
_VLN(xx+1, y, xx+0.75f, y+1)
break;
case 'X':
_VLN(xx, y, xx+1, y+1)
_VLN(xx+1, y, xx, y+1)
break;
case 'Y':
_VLN(xx, y, xx+0.5f, y+0.5f)
_VLN(xx+1, y, xx+0.5f, y+0.5f)
_VLN(xx+0.5f, y+0.5f, xx+0.5f, y+1)
break;
case 'Z':
_VLN(xx, y, xx+1, y)
_VLN(xx, y+1, xx+1, y)
_VLN(xx, y+1, xx+1, y+1)
break;
case '1':
_VLN(xx+0.5f, y, xx+0.5f, y+1)
_VLN(xx, y+1, xx+1, y+1)
_VLN(xx+0.5f, y, xx+0.25f, y+0.25f)
break;
case '2':
_VLN(xx, y, xx+1, y)
_VLN(xx+1, y, xx+1, y+0.5f)
_VLN(xx+1, y+0.5f, xx, y+0.5f)
_VLN(xx, y+0.5f, xx, y+1)
_VLN(xx, y+1, xx+1, y+1)
break;
case '3':
_VLN(xx, y, xx+1, y)
_VLN(xx, y+1, xx+1, y+1)
_VLN(xx, y+0.5f, xx+1, y+0.5f)
_VLN(xx+1, y, xx+1, y+1)
break;
case '4':
_VLN(xx+1, y, xx+1, y+1)
_VLN(xx+1, y, xx, y+0.5f)
_VLN(xx, y+0.5f, xx+1, y+0.5f)
break;
case '5':
_VLN(xx, y, xx+1, y)
_VLN(xx, y, xx, y+0.5f)
_VLN(xx+1, y+0.5f, xx, y+0.5f)
_VLN(xx+1, y+0.5f, xx+1, y+1)
_VLN(xx, y+1, xx+1, y+1)
break;
case '6':
_VLN(xx, y, xx+1, y)
_VLN(xx, y, xx, y+1)
_VLN(xx+1, y+0.5f, xx, y+0.5f)
_VLN(xx+1, y+0.5f, xx+1, y+1)
_VLN(xx, y+1, xx+1, y+1)
break;
case '7':
_VLN(xx+1, y, xx+0.5f, y+1)
_VLN(xx, y, xx+1, y)
break;
case '8':
_VLN(xx, y, xx+1, y)
_VLN(xx+1, y, xx+1, y+1)
_VLN(xx, y, xx, y+1)
_VLN(xx, y+0.5f, xx+1, y+0.5f)
_VLN(xx, y+1, xx+1, y+1)
break;
case '9':
_VLN(xx, y, xx+1, y)
_VLN(xx+1, y, xx+1, y+1)
_VLN(xx, y+0.5f, xx+1, y+0.5f)
_VLN(xx, y+0.5f, xx, y)
break;
case '0':
_VLN(xx, y, xx, y+1)
_VLN(xx+1, y, xx+1, y+1)
_VLN(xx, y+1, xx+1, y+1)
_VLN(xx, y, xx+1, y)
_VLN(xx, y, xx+1, y+1)
break;
case '.':
_VLN(xx+0.4f, y+1, xx+0.6f, y+1)
break;
case ',':
_VLN(xx+0.5f, y+0.75f, xx+0.5f, y+1.0f);
_VLN(xx+0.5f, y+1.0f, xx+0.2f, y+1.25f);
break;
case ' ':
break;
case '(':
case '[':
_VLN(xx, y, xx, y+1);
_VLN(xx, y, xx+0.25f, y);
_VLN(xx, y+1, xx+0.25f, y+1);
break;
case ')':
case ']':
_VLN(xx+1, y, xx+1, y+1);
_VLN(xx+1, y, xx+0.75f, y);
_VLN(xx+1, y+1, xx+0.75f, y+1);
break;
case ':':
_VLN(xx+0.5f, y, xx+0.5f, y+0.25f);
_VLN(xx+0.5f, y+0.75f, xx+0.5f, y+1);
break;
case '/':
_VLN(xx, y+1, xx+1, y);
break;
default:
/*
std::ostringstream os;
os << "Core::print doesn't know char: " << str[c];
debugLog(os.str());
*/
break;
}
if (isLower)
{
wasLower = true;
}
c++;
xx += 1.4f;
}
glEnd();
glPopMatrix();
//glPopAttrib();
#endif
}
void Core::cacheRender()
{
render();
// what if the screen was full white? then you wouldn't want to clear buffers
//clearBuffers();
showBuffer();
resetTimer();
}
void Core::updateCullData()
{
// update cull data
//this->cullRadius = int((getVirtualWidth())*invGlobalScale);
this->cullRadius = baseCullRadius * invGlobalScale;
this->cullRadiusSqr = (float)this->cullRadius * (float)this->cullRadius;
this->cullCenter = cameraPos + Vector(400.0f*invGlobalScale,300.0f*invGlobalScale);
screenCullX1 = cameraPos.x;
screenCullX2 = cameraPos.x + 800*invGlobalScale;
screenCullY1 = cameraPos.y;
screenCullY2 = cameraPos.y + 600*invGlobalScale;
int cx = core->cameraPos.x + 400*invGlobalScale;
int cy = core->cameraPos.y + 300*invGlobalScale;
screenCenter = Vector(cx, cy);
}
void Core::render(int startLayer, int endLayer, bool useFrameBufferIfAvail)
{
BBGE_PROF(Core_render);
//HWND hwnd = _glfwWin.Wnd;
if (startLayer == -1 && endLayer == -1 && overrideStartLayer != 0)
{
startLayer = overrideStartLayer;
endLayer = overrideEndLayer;
}
if (core->minimized) return;
onRender();
invGlobalScale = 1.0f/globalScale.x;
invGlobalScaleSqr = invGlobalScale * invGlobalScale;
RenderObject::lastTextureApplied = 0;
updateCullData();
renderObjectCount = 0;
processedRenderObjectCount = 0;
totalRenderObjectCount = 0;
#ifdef BBGE_BUILD_OPENGL
glBindTexture(GL_TEXTURE_2D, 0);
glLoadIdentity(); // Reset The View
clearBuffers();
if (afterEffectManager && frameBuffer.isInited() && useFrameBufferIfAvail)
{
frameBuffer.startCapture();
}
setupRenderPositionAndScale();
#endif
#ifdef BBGE_BUILD_DIRECTX
bool doRender = false;
core->getD3DMatrixStack()->LoadIdentity();
core->scaleMatrixStack(globalScale.x*globalResolutionScale.x, globalScale.y*globalResolutionScale.y);
core->translateMatrixStack(-(cameraPos.x+cameraOffset.x), -(cameraPos.y+cameraOffset.y));
clearBuffers();
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
doRender = true;
//d3dSprite->Begin(D3DXSPRITE_BILLBOARD | D3DXSPRITE_ALPHABLEND);
}
#endif
/*
//default
if (renderObjectLayerOrder.empty())
{
renderObjectLayerOrder.resize(renderObjectLayers.size());
for (int i = 0; i < renderObjectLayerOrder.size(); i++)
{
renderObjectLayerOrder[i] = i;
}
}
*/
RenderObject::rlayer = 0;
for (int c = 0; c < renderObjectLayerOrder.size(); c++)
//for (int i = 0; i < renderObjectLayers.size(); i++)
{
int i = renderObjectLayerOrder[c];
if (i == -1) continue;
if ((startLayer != -1 && endLayer != -1) && (i < startLayer || i > endLayer)) continue;
if (afterEffectManager && afterEffectManager->active && i == afterEffectManagerLayer)
{
afterEffectManager->render();
}
2011-11-20 14:44:17 +00:00
if (i == postProcessingFx.layer)
{
postProcessingFx.preRender();
}
if (i == postProcessingFx.renderLayer)
{
postProcessingFx.render();
}
if (darkLayer.isUsed() )
{
/*
if (i == darkLayer.getLayer())
{
darkLayer.preRender();
}
*/
if (i == darkLayer.getRenderLayer())
{
darkLayer.render();
}
if (i == darkLayer.getLayer() && startLayer != i)
{
continue;
}
}
RenderObjectLayer *r = &renderObjectLayers[i];
RenderObject::rlayer = r;
if (r->visible)
{
if (r->startPass == r->endPass)
{
r->renderPass(RenderObject::RENDER_ALL);
}
else
{
for (int pass = r->startPass; pass <= r->endPass; pass++)
{
r->renderPass(pass);
}
}
}
}
#ifdef BBGE_BUILD_DIRECTX
if (doRender)
{
// End the scene
//d3dSprite->End();
//core->getD3DMatrixStack()->Pop();
g_pd3dDevice->EndScene();
}
#endif
}
void Core::showBuffer()
{
BBGE_PROF(Core_showBuffer);
#ifdef BBGE_BUILD_SDL
SDL_GL_SwapBuffers();
//glFlush();
#endif
#ifdef BBGE_BUILD_GLFW
glfwSwapBuffers();
//_glfwPlatSwapBuffers();
#endif
#ifdef BBGE_BUILD_DIRECTX
// Present the backbuffer contents to the display
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
#endif
}
// WARNING: only for use during shutdown
// otherwise, textures will try to remove themselves
// when destroy is called on them
void Core::clearResources()
{
std::vector<Resource*> deletedResources;
int i;
for (i = 0; i < resources.size(); i++)
{
int j = 0;
for (j = 0; j < deletedResources.size(); j++)
{
if (deletedResources[j] == resources[i])
break;
}
if (j == deletedResources.size())
{
deletedResources.push_back (resources[i]);
Resource *r = resources[i];
try
{
r->destroy();
delete r;
}
catch(...)
{
errorLog("Resource could not be deleted " + resourceNames[i]);
}
}
}
resourceNames.clear();
resources.clear();
}
void Core::shutdownInputLibrary()
{
#if defined(BBGE_BUILD_WINDOWS) && !defined(BBGE_BUILD_SDL)
g_pKeyboard->Unacquire();
g_pKeyboard->Release();
g_pKeyboard = 0;
g_pMouse->Unacquire();
g_pMouse->Release();
g_pMouse = 0;
#endif
}
void Core::shutdownJoystickLibrary()
{
if (joystickEnabled) {
joystick.shutdown();
#ifdef BBGE_BUIDL_SDL
SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
#endif
joystickEnabled = false;
}
}
void Core::clearRenderObjects()
{
for (int i = 0; i < renderObjectLayers.size(); i++)
{
/*
for (int j = 0; j < renderObjectLayers[i].renderObjects.size(); j++)
{
RenderObject *r = renderObjectLayers[i].renderObjects[j];
*/
RenderObject *r = renderObjectLayers[i].getFirst();
while (r)
{
if (r)
{
removeRenderObject(r, DESTROY_RENDER_OBJECT);
}
r = renderObjectLayers[i].getNext();
}
}
}
void Core::shutdown()
{
// pop all the states
debugLog("Core::shutdown");
shuttingDown = true;
debugLog("Shutdown Joystick Library...");
shutdownJoystickLibrary();
debugLog("OK");
debugLog("Shutdown Input Library...");
shutdownInputLibrary();
debugLog("OK");
debugLog("Shutdown All States...");
popAllStates();
debugLog("OK");
debugLog("Clear State Instances...");
clearStateInstances();
debugLog("OK");
debugLog("Clear All Remaining RenderObjects...");
clearRenderObjects();
debugLog("OK");
debugLog("Clear All Resources...");
clearResources();
debugLog("OK");
debugLog("Clear State Objects...");
clearStateObjects();
debugLog("OK");
if (afterEffectManager)
{
debugLog("Delete AEManager...");
delete afterEffectManager;
afterEffectManager = 0;
debugLog("OK");
}
if (sound)
{
debugLog("Shutdown Sound Library...");
sound->stopAll();
delete sound;
sound = 0;
debugLog("OK");
}
debugLog("Core's framebuffer...");
frameBuffer.unloadDevice();
debugLog("OK");
debugLog("Shutdown Graphics Library...");
shutdownGraphicsLibrary();
debugLog("OK");
#ifdef BBGE_BUILD_GLFW
debugLog("Terminate GLFW...");
//killGlWindow();
glfwTerminate();
debugLog("OK");
#endif
[vfs, #3] All file reading code goes through the VFS now, new mod downloader & mod selector in place. Also a bunch of other stuff. (...) - HTTP networking support, mods can be downloaded via the builtin downloader. All network activity runs in a seperate thread, which is started as soon as any network activity is requested. - The master server is hard-coded to fg.wzff.de/aqmods/ if not specified otherwise; this setting can be overridden in the config file. - The mod selector screen is now a grid-view for much better navigation; also works with joystick. - VFS code is functionally similar to the old molebox-packed release for win32. The game could also have its data shipped in a Zip file or any other kind of archive. - It is still possible to build without VFS support, but then the mod downloader and soft-patching will not be available. The full commit history can be found here: https://github.com/fgenesis/Aquaria_clean/compare/master...vfs The most important commit messages follow: [...] This replaces all std::ifstream with InStream, and fopen(), ... with vfopen(), ... Some code is #ifdef'd for better performance and less memory-copying. VFILE is defined to whatever type of file is in use: - FILE if BBGE_BUILD_VFS is not defined - tttvfs::VFSFile if it is. Other changes: - [un]packFile() is now unused and obsolete. That code has not been adjusted to use VFILE. - glpng can now load from a memory buffer. - TinyXML uses the VFS for reading operations now. - The rather clunky binary stream loading of glfont2 got replaced with ByteBuffer, which gets its data in one block (necessary to use the VFS without implementing a somewhat STL-compliant std::ifstream replacement.) ------------- Implement loading mods from zip files. ------------- Implement soft-patching game data files. (Replacing textures/audio/... on the fly) ------------- Misc bits: - Extended GUI focus handling a bit - Fixed weirdness in texture loading... not sure but this seems more correct to me. Actually, considering that the texture will have its native size after restarting the game, the lines removed with this commit seem pretty useless.
2012-06-01 15:52:19 +00:00
#ifdef BBGE_BUILD_VFS
debugLog("Unload VFS...");
vfs.Clear();
debugLog("OK");
#endif
#ifdef BBGE_BUILD_SDL
debugLog("SDL Quit...");
SDL_Quit();
debugLog("OK");
#endif
}
//util funcs
void Core::instantQuit()
{
#ifdef BBGE_BUILD_SDL
SDL_Event event;
event.type = SDL_QUIT;
SDL_PushEvent(&event);
#endif
}
bool Core::exists(const std::string &filename)
{
return ::exists(filename, false); // defined in Base.cpp
}
Resource* Core::findResource(const std::string &name)
{
for (int i = 0; i < resources.size(); i++)
{
if (resources[i]->name == name)
{
return resources[i];
}
}
return 0;
}
Texture* Core::findTexture(const std::string &name)
{
//stringToUpper(name);
//std::ofstream out("texturefind.log");
int sz = resources.size();
for (int i = 0; i < sz; i++)
{
//out << resources[i]->name << " is " << name << " ?" << std::endl;
//NOTE: ensure all names are lowercase before this point
if (resources[i]->name == name)
{
return (Texture*)resources[i];
}
}
return 0;
}
std::string Core::getInternalTextureName(const std::string &name)
{
std::string n = name;
stringToUpper(n);
return n;
}
// This handles unix/win32 relative paths: ./rel/path
// Unix abs paths: /home/user/...
// Win32 abs paths: C:/Stuff/.. and also C:\Stuff\...
#define ISPATHROOT(x) (x[0] == '.' || x[0] == '/' || ((x).length() > 1 && x[1] == ':'))
std::string Core::getTextureLoadName(const std::string &texture)
{
std::string loadName = texture;
if (texture.empty() || !ISPATHROOT(texture))
{
if (texture.find(baseTextureDirectory) == std::string::npos)
loadName = baseTextureDirectory + texture;
}
return loadName;
}
Texture *Core::doTextureAdd(const std::string &texture, const std::string &loadName, std::string internalTextureName)
{
if (texture.empty() || !ISPATHROOT(texture))
{
if (texture.find(baseTextureDirectory) != std::string::npos)
internalTextureName = internalTextureName.substr(baseTextureDirectory.size(), internalTextureName.size());
}
if (internalTextureName.size() > 4)
{
if (internalTextureName[internalTextureName.size()-4] == '.')
{
internalTextureName = internalTextureName.substr(0, internalTextureName.size()-4);
}
}
stringToLowerUserData(internalTextureName);
Texture *t = core->findTexture(internalTextureName);
if (t)
{
t->addRef();
Texture::textureError = TEXERR_OK;
/*
std::ostringstream os;
os << "reference texture: " << internalTextureName << " ref: " << t->getRef();
debugLog(os.str());
*/
//msg ("found texture " + internalTextureName);
return t;
}
t = new Texture;
t->name = internalTextureName;
t->load(loadName);
t->addRef();
//resources.push_back (t);
addResource(t);
if (debugLogTextures)
{
std::ostringstream os;
os << "LOADED TEXTURE FROM DISK: [" << internalTextureName << "] ref: " << t->getRef() << " idx: " << resources.size()-1;
debugLog(os.str());
}
return t;
}
Texture* Core::addTexture(const std::string &textureName)
{
if (textureName.empty()) return 0;
BBGE_PROF(Core_addTexture);
Texture *texPointer = 0;
std::string texture = textureName;
stringToLowerUserData(texture);
std::string internalTextureName = texture;
std::string loadName = getTextureLoadName(texture);
if (!texture.empty() && texture[0] == '@')
{
texture = secondaryTexturePath + texture.substr(1, texture.size());
loadName = texture;
}
else if (!secondaryTexturePath.empty() && texture[0] != '.' && texture[0] != '/')
{
std::string t = texture;
std::string ln = loadName;
texture = secondaryTexturePath + texture;
loadName = texture;
texPointer = doTextureAdd(texture, loadName, internalTextureName);
if (Texture::textureError != TEXERR_OK)
{
if (texPointer)
{
texPointer->destroy();
texPointer = 0;
}
texPointer = doTextureAdd(t, ln, internalTextureName);
}
}
else
texPointer = doTextureAdd(texture, loadName, internalTextureName);
return texPointer;
}
void Core::removeTexture(std::string texture)
{
//std::string internalName = baseTextureDirectory + texture;
removeResource(texture, DESTROY);
}
void Core::addRenderObject(RenderObject *o, int layer)
{
if (!o) return;
o->layer = layer;
if (layer < 0 || layer >= renderObjectLayers.size())
{
std::ostringstream os;
os << "attempted to add render object to invalid layer [" << layer << "]";
errorLog(os.str());
}
renderObjectLayers[layer].add(o);
}
void Core::switchRenderObjectLayer(RenderObject *o, int toLayer)
{
if (!o) return;
renderObjectLayers[o->layer].remove(o);
renderObjectLayers[toLayer].add(o);
o->layer = toLayer;
}
void Core::unloadResources()
{
for (int i = 0; i < resources.size(); i++)
{
resources[i]->unload();
}
}
void Core::onReloadResources()
{
}
void Core::reloadResources()
{
for (int i = 0; i < resources.size(); i++)
{
resources[i]->reload();
}
onReloadResources();
}
void Core::addResource(Resource *r)
{
resources.push_back(r);
resourceNames.push_back(r->name);
if (r->name.empty())
{
debugLog("Empty name resource added");
}
}
void Core::removeResource(std::string name, RemoveResource removeFlag)
{
//Resource *r = findResource(name);
//int idx = 0;
int i = 0;
std::vector<Resource*>copy;
copy = resources;
resources.clear();
std::vector <std::string> copyNames;
copyNames = resourceNames;
resourceNames.clear();
bool isDestroyed = false;
for (i = 0; i < copy.size(); i++)
{
#ifdef _DEBUG
std::string s = copy[i]->name;
#endif
if (!isDestroyed && copy[i]->name == name)
{
if (removeFlag == DESTROY)
{
copy[i]->destroy();
delete copy[i];
isDestroyed = true;
}
continue;
}
// also remove other entries of the same resource
else if (isDestroyed && copyNames[i] == name)
{
continue;
}
else
{
resources.push_back(copy[i]);
resourceNames.push_back(copy[i]->name);
}
}
}
void Core::deleteRenderObjectMemory(RenderObject *r)
{
//if (!r->allocStatic)
delete r;
}
void Core::removeRenderObject(RenderObject *r, RemoveRenderObjectFlag flag)
{
if (r)
{
if (r->layer != LR_NONE && !renderObjectLayers[r->layer].empty())
{
renderObjectLayers[r->layer].remove(r);
}
if (flag != DO_NOT_DESTROY_RENDER_OBJECT )
{
r->destroy();
deleteRenderObjectMemory(r);
}
}
}
void Core::enqueueRenderObjectDeletion(RenderObject *object)
{
if (!object->_dead) // && !object->staticallyAllocated)
{
garbage.push_back (object);
object->_dead = true;
}
}
void Core::clearGarbage()
{
BBGE_PROF(Core_clearGarbage);
// HACK: optimize this (use a list instead of a queue)
for (RenderObjectList::iterator i = garbage.begin(); i != garbage.end(); i++)
{
removeRenderObject(*i, DO_NOT_DESTROY_RENDER_OBJECT);
(*i)->destroy();
}
for (RenderObjectList::iterator i = garbage.begin(); i != garbage.end(); i++)
{
deleteRenderObjectMemory(*i);
}
garbage.clear();
// to clear resources
for (std::vector<Resource*>::iterator i = resources.begin(); i != resources.end(); )
{
if ((*i)->getRef() == 0)
{
clearedGarbageFlag = true;
delete (*i);
i = resources.erase(i);
continue;
}
if ((*i)->getRef() < 0)
{
errorLog("Texture ref < 0");
}
i++;
}
}
bool Core::canChangeState()
{
return (nestedMains<=1);
}
/*
int Core::getVirtualWidth()
{
return virtualWidth;
}
int Core::getVirtualHeight()
{
return virtualHeight;
}
*/
// Take a screenshot of the specified region of the screen and store it
// in a 32bpp pixel buffer. delete[] the returned buffer when it's no
// longer needed.
unsigned char *Core::grabScreenshot(int x, int y, int w, int h)
{
#ifdef BBGE_BUILD_OPENGL
unsigned char *imageData;
unsigned int size = sizeof(unsigned char) * w * h * 4;
imageData = new unsigned char[size];
glPushAttrib(GL_ALL_ATTRIB_BITS);
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST); glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST); glDisable(GL_DITHER); glDisable(GL_FOG);
glDisable(GL_LIGHTING); glDisable(GL_LOGIC_OP);
glDisable(GL_STENCIL_TEST); glDisable(GL_TEXTURE_1D);
glDisable(GL_TEXTURE_2D); glPixelTransferi(GL_MAP_COLOR, GL_FALSE);
glPixelTransferi(GL_RED_SCALE, 1); glPixelTransferi(GL_RED_BIAS, 0);
glPixelTransferi(GL_GREEN_SCALE, 1); glPixelTransferi(GL_GREEN_BIAS, 0);
glPixelTransferi(GL_BLUE_SCALE, 1); glPixelTransferi(GL_BLUE_BIAS, 0);
glPixelTransferi(GL_ALPHA_SCALE, 1); glPixelTransferi(GL_ALPHA_BIAS, 0);
glRasterPos2i(0, 0);
glReadPixels(x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid*)imageData);
glPopAttrib();
// Force all alpha values to 255.
unsigned char *c = imageData;
for (int x = 0; x < w; x++)
{
for (int y = 0; y < h; y++, c += 4)
{
c[3] = 255;
}
}
return imageData;
#else
#warning FIXME: Need to implement non-GL grabScreenshot().
// Avoid crashing, at least.
return new unsigned char[sizeof(unsigned char) * w * h * 4];
#endif
}
// Like grabScreenshot(), but grab from the center of the screen.
unsigned char *Core::grabCenteredScreenshot(int w, int h)
{
return grabScreenshot(core->width/2 - w/2, core->height/2 - h/2, w, h);
}
// takes a screen shot and saves it to a TGA image
int Core::saveScreenshotTGA(const std::string &filename)
{
int w = getWindowWidth(), h = getWindowHeight();
unsigned char *imageData = grabCenteredScreenshot(w, h);
return tgaSave(filename.c_str(),w,h,32,imageData);
}
void Core::saveCenteredScreenshotTGA(const std::string &filename, int sz)
{
int w=sz, h=sz;
int hsm = (w * 3.0f) / 4.0f;
unsigned char *imageData = grabCenteredScreenshot(w, hsm);
int imageDataSize = sizeof(unsigned char) * w * hsm * 4;
int tgaImageSize = sizeof(unsigned char) * w * h * 4;
unsigned char *tgaImage = new unsigned char[tgaImageSize];
memcpy(tgaImage, imageData, imageDataSize);
memset(tgaImage + imageDataSize, 0, tgaImageSize - imageDataSize);
delete[] imageData;
int savebits = 32;
tgaSave(filename.c_str(),w,h,savebits,tgaImage);
}
void Core::saveSizedScreenshotTGA(const std::string &filename, int sz, int crop34)
{
debugLog("saveSizedScreenshot");
int w, h;
unsigned char *imageData;
w = sz;
h = sz;
float fsz = (float)sz;
unsigned int size = sizeof(unsigned char) * w * h * 3;
imageData = (unsigned char *)malloc(size);
float wbit = fsz;//+1;
float hbit = ((fsz)*(3.0f/4.0f));
int width = core->width-1;
int height = core->height-1;
int diff = 0;
if (crop34)
{
width = int((core->height*4.0f)/3.0f);
diff = (core->width - width)/2;
width--;
}
float zx = wbit/(float)width;
float zy = hbit/(float)height;
float copyw = w*(1/zx);
float copyh = h*(1/zy);
std::ostringstream os;
os << "wbit: " << wbit << " hbit: " << hbit << std::endl;
os << "zx: " << zx << " zy: " << zy << std::endl;
os << "w: " << w << " h: " << h << std::endl;
os << "width: " << width << " height: " << height << std::endl;
os << "copyw: " << copyw << " copyh: " << copyh << std::endl;
debugLog(os.str());
glRasterPos2i(0, 0);
/*
glPushAttrib(GL_ALL_ATTRIB_BITS);
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST); glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST); glDisable(GL_DITHER); glDisable(GL_FOG);
glDisable(GL_LIGHTING); glDisable(GL_LOGIC_OP);
glDisable(GL_STENCIL_TEST); glDisable(GL_TEXTURE_1D);
glDisable(GL_TEXTURE_2D); glPixelTransferi(GL_MAP_COLOR,
GL_FALSE); glPixelTransferi(GL_RED_SCALE, 1);
glPixelTransferi(GL_RED_BIAS, 0); glPixelTransferi(GL_GREEN_SCALE, 1);
glPixelTransferi(GL_GREEN_BIAS, 0); glPixelTransferi(GL_BLUE_SCALE, 1);
glPixelTransferi(GL_BLUE_BIAS, 0); glPixelTransferi(GL_ALPHA_SCALE, 1);
glPixelTransferi(GL_ALPHA_BIAS, 0);
*/
//glPixelStorei(GL_PACK_ALIGNMENT, 1);
debugLog("pixel zoom");
glPixelZoom(zx,zy);
glFlush();
glPixelZoom(1,1);
debugLog("copy pixels");
glCopyPixels(diff, 0, width, height, GL_COLOR);
glFlush();
debugLog("read pixels");
glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid*)imageData);
glFlush();
int savebits = 24;
debugLog("saving bpp");
tgaSave(filename.c_str(),w,h,savebits,imageData);
debugLog("pop");
//glPopAttrib();
debugLog("done");
}
void Core::save64x64ScreenshotTGA(const std::string &filename)
{
#ifdef BBGE_BUILD_OPENGL
int w, h;
unsigned char *imageData;
// compute width and heidth of the image
//w = xmax - xmin;
//h = ymax - ymin;
w = 64;
h = 64;
// allocate memory for the pixels
imageData = (unsigned char *)malloc(sizeof(unsigned char) * w * h * 4);
// read the pixels from the frame buffer
//glReadPixels(xmin,ymin,xmax,ymax,GL_RGBA,GL_UNSIGNED_BYTE, (GLvoid *)imageData);
glPixelZoom(64.0f/(float)getVirtualWidth(), 48.0f/(float)getVirtualHeight());
glCopyPixels(0, 0, getVirtualWidth(), getVirtualHeight(), GL_COLOR);
glReadPixels(0,0,64,64,GL_RGBA,GL_UNSIGNED_BYTE, (GLvoid *)imageData);
unsigned char *c = imageData;
for (int x=0; x < w; x++)
{
for (int y=0; y< h; y++)
{
c += 3;
(*c) = 255;
c ++;
}
}
// save the image
tgaSave(filename.c_str(),64,64,32,imageData);
glPixelZoom(1,1);
#endif
// do NOT free imageData here
// it IS freed in tgaSave
//free(imageData);
}
// saves an array of pixels as a TGA image (frees the image data passed in)
int Core::tgaSave( const char *filename,
short int width,
short int height,
unsigned char pixelDepth,
unsigned char *imageData) {
unsigned char cGarbage = 0, type,mode,aux;
short int iGarbage = 0;
int i;
FILE *file;
// open file and check for errors
file = fopen(adjustFilenameCase(filename).c_str(), "wb");
if (file == NULL) {
delete [] imageData;
return (int)false;
}
// compute image type: 2 for RGB(A), 3 for greyscale
mode = pixelDepth / 8;
if ((pixelDepth == 24) || (pixelDepth == 32))
type = 2;
else
type = 3;
// write the header
if (fwrite(&cGarbage, sizeof(unsigned char), 1, file) != 1
|| fwrite(&cGarbage, sizeof(unsigned char), 1, file) != 1
|| fwrite(&type, sizeof(unsigned char), 1, file) != 1
|| fwrite(&iGarbage, sizeof(short int), 1, file) != 1
|| fwrite(&iGarbage, sizeof(short int), 1, file) != 1
|| fwrite(&cGarbage, sizeof(unsigned char), 1, file) != 1
|| fwrite(&iGarbage, sizeof(short int), 1, file) != 1
|| fwrite(&iGarbage, sizeof(short int), 1, file) != 1
|| fwrite(&width, sizeof(short int), 1, file) != 1
|| fwrite(&height, sizeof(short int), 1, file) != 1
|| fwrite(&pixelDepth, sizeof(unsigned char), 1, file) != 1
|| fwrite(&cGarbage, sizeof(unsigned char), 1, file) != 1)
{
fclose(file);
delete [] imageData;
return (int)false;
}
// convert the image data from RGB(A) to BGR(A)
if (mode >= 3)
for (i=0; i < width * height * mode ; i+= mode) {
aux = imageData[i];
imageData[i] = imageData[i+2];
imageData[i+2] = aux;
}
// save the image data
if (fwrite(imageData, sizeof(unsigned char),
width * height * mode, file) != width * height * mode)
{
fclose(file);
delete [] imageData;
return (int)false;
}
fclose(file);
delete [] imageData;
return (int)true;
}
// saves a series of files with names "filenameX"
int Core::tgaSaveSeries(char *filename,
short int width,
short int height,
unsigned char pixelDepth,
unsigned char *imageData) {
char *newFilename;
int status;
// compute the new filename by adding the
// series number and the extension
newFilename = (char *)malloc(sizeof(char) * strlen(filename)+8);
sprintf(newFilename,"%s%d",filename,numSavedScreenshots);
// save the image
status = tgaSave(newFilename,width,height,pixelDepth,imageData);
//increase the counter
if (status == (int)true)
numSavedScreenshots++;
free(newFilename);
return(status);
}
void Core::screenshot()
{
doScreenshot = true;
// ilutGLScreenie();
}
[vfs, #3] All file reading code goes through the VFS now, new mod downloader & mod selector in place. Also a bunch of other stuff. (...) - HTTP networking support, mods can be downloaded via the builtin downloader. All network activity runs in a seperate thread, which is started as soon as any network activity is requested. - The master server is hard-coded to fg.wzff.de/aqmods/ if not specified otherwise; this setting can be overridden in the config file. - The mod selector screen is now a grid-view for much better navigation; also works with joystick. - VFS code is functionally similar to the old molebox-packed release for win32. The game could also have its data shipped in a Zip file or any other kind of archive. - It is still possible to build without VFS support, but then the mod downloader and soft-patching will not be available. The full commit history can be found here: https://github.com/fgenesis/Aquaria_clean/compare/master...vfs The most important commit messages follow: [...] This replaces all std::ifstream with InStream, and fopen(), ... with vfopen(), ... Some code is #ifdef'd for better performance and less memory-copying. VFILE is defined to whatever type of file is in use: - FILE if BBGE_BUILD_VFS is not defined - tttvfs::VFSFile if it is. Other changes: - [un]packFile() is now unused and obsolete. That code has not been adjusted to use VFILE. - glpng can now load from a memory buffer. - TinyXML uses the VFS for reading operations now. - The rather clunky binary stream loading of glfont2 got replaced with ByteBuffer, which gets its data in one block (necessary to use the VFS without implementing a somewhat STL-compliant std::ifstream replacement.) ------------- Implement loading mods from zip files. ------------- Implement soft-patching game data files. (Replacing textures/audio/... on the fly) ------------- Misc bits: - Extended GUI focus handling a bit - Fixed weirdness in texture loading... not sure but this seems more correct to me. Actually, considering that the texture will have its native size after restarting the game, the lines removed with this commit seem pretty useless.
2012-06-01 15:52:19 +00:00
#include "DeflateCompressor.h"
// saves an array of pixels as a TGA image (frees the image data passed in)
int Core::zgaSave( const char *filename,
short int w,
short int h,
unsigned char depth,
unsigned char *imageData) {
ByteBuffer::uint8 type,mode,aux, pixelDepth = depth;
ByteBuffer::uint8 cGarbage = 0;
ByteBuffer::uint16 iGarbage = 0;
ByteBuffer::uint16 width = w, height = h;
// open file and check for errors
FILE *file = fopen(adjustFilenameCase(filename).c_str(), "wb");
if (file == NULL) {
delete [] imageData;
return (int)false;
}
// compute image type: 2 for RGB(A), 3 for greyscale
mode = pixelDepth / 8;
if ((pixelDepth == 24) || (pixelDepth == 32))
type = 2;
else
type = 3;
// convert the image data from RGB(A) to BGR(A)
if (mode >= 3)
for (int i=0; i < width * height * mode ; i+= mode) {
aux = imageData[i];
imageData[i] = imageData[i+2];
imageData[i+2] = aux;
}
ZlibCompressor z;
z.SetForceCompression(true);
z.reserve(width * height * mode + 30);
z << cGarbage
<< cGarbage
<< type
<< iGarbage
<< iGarbage
<< cGarbage
<< iGarbage
<< iGarbage
<< width
<< height
<< pixelDepth
<< cGarbage;
z.append(imageData, width * height * mode);
z.Compress(3);
// save the image data
if (fwrite(z.contents(), 1, z.size(), file) != z.size())
{
fclose(file);
delete [] imageData;
return (int)false;
}
fclose(file);
delete [] imageData;
return (int)true;
}
#include "ttvfs_zip/VFSZipArchiveLoader.h"
void Core::setupFileAccess()
{
#ifdef BBGE_BUILD_VFS
debugLog("Init VFS...");
if(!ttvfs::checkCompat())
exit(1);
vfs.AddArchiveLoader(new ttvfs::VFSZipArchiveLoader);
if(!vfs.LoadFileSysRoot(false))
{
errorLog("Failed to setup file access");
exit(1);
}
vfs.Prepare();
// TODO: mount and other stuff
//vfs.AddArchive("aqfiles.zip", false, "");
debugLog("Done");
#endif
}