/* 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 "Image.h" #include "AfterEffect.h" #include "Particles.h" #include "GLLoad.h" #include "RenderBase.h" #include "Window.h" #include #include #include #ifdef BBGE_BUILD_UNIX #include #include #include #include #endif #include #if __APPLE__ #include #endif #if BBGE_BUILD_WINDOWS #include #endif #ifdef BBGE_BUILD_VFS #include "ttvfs.h" #endif #include "ttvfs_stdio.h" Core *core = 0; static std::ofstream _logOut; CoreWindow::~CoreWindow() { } void CoreWindow::onResize(unsigned w, unsigned h) { core->updateWindowDrawSize(w, h); } void CoreWindow::onQuit() { // smooth //quitNestedMain(); //quit(); // instant SDL_Quit(); _exit(0); } void CoreWindow::onEvent(const SDL_Event& ev) { core->onEvent(ev); } 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; getTopStateData()->addRenderObject(e, layer); return e; } void Core::unloadDevice() { for (size_t 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 (size_t 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::setup_opengl() { glViewport(0, 0, width, height); SDL_ShowCursor(SDL_DISABLE); glEnable(GL_TEXTURE_2D); // Enable Texture Mapping glClearDepth(1.0); // Depth Buffer Setup glDisable(GL_CULL_FACE); glLoadIdentity(); setClearColor(clearColor); frameBuffer.init(-1, -1, true); if(afterEffectManager) afterEffectManager->updateDevice(); } void Core::resizeWindow(int w, int h, int full, int bpp, int vsync, int display, int hz) { window->open(w, h, full, bpp, vsync, display, hz); window->updateSize(); } void Core::updateWindowDrawSize(int w, int h) { width = w; height = h; setup_opengl(); enable2DWide(w, h); reloadDevice(); resetTimer(); } void Core::onWindowResize(int w, int h) { updateWindowDrawSize(w, h); bool reloadRes = false; #if !SDL_VERSION_ATLEAST(2,0,0) reloadRes = true; // SDL1.2 loses the GL context on resize, so all resources must be reloaded #endif if(reloadRes) { unloadResources(); reloadResources(); resetTimer(); } updateWindowDrawSize(w, h); } void Core::setFullscreen(bool full) { //sound->pause(); window->setFullscreen(full); cacheRender(); resetTimer(); //sound->resume(); } RenderObjectLayer *Core::getRenderObjectLayer(int i) { if (i == LR_NONE) return 0; return &renderObjectLayers[i]; } 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); } void Core::_errorLog(const std::string &s) { messageBox("Error!", s); this->_debugLog(s); } void Core::messageBox(const std::string &title, const std::string &msg) { ::messageBox(title, msg); } void Core::_debugLog(const std::string &s) { if (debugLogActive) { _logOut << s << std::endl; } #if !defined(_DEBUG) if(debugOutputActive) #endif std::cout << s << std::endl; } 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."; errorLog(os.str()); } if(critical) exit(1); } return writeable; } Core::Core(const std::string &filesystem, const std::string& extraDataDir, int numRenderLayers, const std::string &appName, int particleSize, std::string userDataSubFolder) : ActionMapper(), StateManager(), appName(appName) { window = NULL; sound = NULL; _extraDataDir = extraDataDir; sdlUserMouseEventID = SDL_RegisterEvents(1); 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); createDir(home); // 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; createDir(userDataFolder); debugLogPath = userDataFolder + "/"; createDir(userDataFolder + "/screenshots"); std::string prefpath(getPreferencesFolder()); createDir(prefpath); #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 writable..."); 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()); createDir(userDataFolder); 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; debugOutputActive = false; grabInput = false; srand(time(NULL)); old_dt = 0; current_dt = 0; virtualOffX = virtualOffY = 0; particleManager = new ParticleManager(particleSize); nowTicks = thenTicks = 0; lib_graphics = lib_sound = lib_input = false; mouseConstraint = false; mouseCircle = 0; particlesPaused = false; joystickAsMouse = false; flipMouseButtons = 0; joystickEnabled = false; doScreenshot = false; baseCullRadius = 1; width = height = 0; _lastEnumeratedDisplayIndex = -1; afterEffectManagerLayer = 0; renderObjectLayers.resize(1); invGlobalScale = 1.0; invGlobalScaleSqr = 1.0; renderObjectCount = 0; processedRenderObjectCount = 0; totalRenderObjectCount = 0; avgFPS.resize(1); minimized = false; shuttingDown = false; nestedMains = 0; afterEffectManager = 0; loopDone = false; core = this; for (int i = 0; i < KEY_MAXARRAY; i++) { keys[i] = 0; } globalResolutionScale = globalScale = Vector(1,1,1); initRenderObjectLayers(numRenderLayers); initPlatform(filesystem); texmgr.spawnThreads(3); } 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 = CFBundleCopyBundleURL(mainBundle); char path[PATH_MAX]; if (!CFURLGetFileSystemRepresentation(resourcesURL, TRUE, (UInt8 *)path, PATH_MAX)) { // error! errorLog("Core::initPlatform: CFURLGetFileSystemRepresentation error"); } CFRelease(resourcesURL); debugLog(path); chdir(path); #elif defined(BBGE_BUILD_UNIX) if (!filesystem.empty()) { if (chdir(filesystem.c_str()) == 0) return; else errorLog("Core::initPlatform: Failed to chdir to filesystem path " + filesystem); } #ifdef BBGE_DATA_PREFIX if (chdir(BBGE_DATA_PREFIX) == 0 && chdir(appName.c_str()) == 0) return; else errorLog("Core::initPlatform: 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 >= (ssize_t) sizeof (path)) ) { // error! errorLog("Core::initPlatform: readlink error"); } else { path[rc] = '\0'; char *ptr = strrchr(path, '/'); if (ptr != NULL) { *ptr = '\0'; debugLog(path); if (chdir(path) != 0) errorLog("Core::initPlatform: Failed to chdir to executable path" + std::string(path)); } } #endif #ifdef BBGE_BUILD_WINDOWS if(filesystem.length()) { if(_chdir(filesystem.c_str()) != 0) { errorLog("chdir failed: " + filesystem); } } // 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; } std::string Core::getDebugLogPath() { return debugLogPath; } Core::~Core() { clearActionButtons(); if (particleManager) { delete particleManager; } if (sound) { delete sound; sound = 0; } debugLog("~Core()"); _logOut.close(); core = 0; } void Core::updateInputGrab() { // Can and MUST always ungrab if window is not in focus const bool on = grabInput && isWindowFocus(); window->setGrabInput(on); } void Core::setInputGrab(bool on) { grabInput = on; updateInputGrab(); } bool Core::isFullscreen() { return window->isFullscreen(); } bool Core::isDesktopResolution() { return window->isDesktopResolution(); } int Core::getDisplayIndex() { return window->getDisplayIndex(); } int Core::getRefreshRate() { return window->getRefreshRate(); } bool Core::isShuttingDown() { return shuttingDown; } void Core::init() { setupFileAccess(); // Don't want to use SDL_INIT_EVERYTHING, in case future changes to SDL add any flags. // Ie. At some point SDL2 added a sensors subsystem, which may cause SDL_Init() to fail // due to win10 group policies that forbid sensor usage. Probably similar things on OSX. unsigned sdlflags = SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_JOYSTICK; quitNestedMainFlag = false; #if SDL_VERSION_ATLEAST(2,0,0) // Haptic is inited separately, in Jostick.cpp, when a joystick is actually plugged in sdlflags |= SDL_INIT_GAMECONTROLLER; #else // 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"); #endif if((SDL_Init(sdlflags))==-1) { std::string msg("Failed to init SDL: "); msg.append(SDL_GetError()); exit_error(msg); } loopDone = false; initLocalization(); } 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 getGamePosition(mouse.position); } Vector Core::getGamePosition(const Vector &v) { return cameraPos + (v * invGlobalScale); } bool Core::getMouseButtonState(int m) { 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); return false; } bool Core::getKeyState(int k) { assert(k < KEY_MAXARRAY); return k > 0 && k < KEY_MAXARRAY ? keys[k] : 0; } void Core::initJoystickLibrary() { #if !SDL_VERSION_ATLEAST(2,0,0) detectJoysticks(); #endif joystickEnabled = true; } void Core::clearJoysticks() { for(size_t i = 0; i < joysticks.size(); ++i) delete joysticks[i]; joysticks.clear(); } // Only used for SDL 1.2 code path. // SDL2 automatically fires joystick added events upon startup void Core::detectJoysticks() { clearJoysticks(); std::ostringstream os; const unsigned n = SDL_NumJoysticks(); os << "Found [" << n << "] joysticks"; debugLog(os.str()); joysticks.reserve(n); for(unsigned i = 0; i < n; ++i) { Joystick *j = new Joystick; if(j->init(i)) joysticks.push_back(j); else delete j; } } bool Core::initInputLibrary() { mouse.position = Vector(getWindowWidth()/2, getWindowHeight()/2); for (int i = 0; i < KEY_MAXARRAY; i++) { keys[i] = 0; } return true; } void Core::onUpdate(float dt) { if (minimized) return; pollEvents(dt); ActionMapper::onUpdate(dt); StateManager::onUpdate(dt); onMouseInput(); globalScale.update(dt); globalScaleChanged(); if (afterEffectManager) { afterEffectManager->update(dt); } } void Core::globalScaleChanged() { invGlobalScale = 1.0f/globalScale.x; invGlobalScaleSqr = invGlobalScale * invGlobalScale; } void Core::setClearColor(const Vector &c) { glClearColor(c.x, c.y, c.z, 0.0); clearColor = c; } void Core::initGraphicsLibrary(int width, int height, bool fullscreen, bool vsync, int bpp, int display, int hz) { if(!window) window = new CoreWindow; window->open(width, height, fullscreen, bpp, vsync, display, hz); window->setTitle(appName.c_str()); // get GL symbols AFTER opening the window, otherwise we get a super old GL context on windows and nothing works if (!lookup_all_glsyms()) { std::ostringstream os; os << "Couldn't load OpenGL symbols we need\n"; SDL_Quit(); exit_error(os.str()); } debugLog("GL vendor, renderer & version:"); debugLog((const char*)glGetString(GL_VENDOR)); debugLog((const char*)glGetString(GL_RENDERER)); debugLog((const char*)glGetString(GL_VERSION)); enumerateScreenModes(window->getDisplayIndex()); window->updateSize(); cacheRender(); // Clears the window bg to black early; prevents flickering lib_graphics = true; } void Core::enumerateScreenModesIfNecessary(int display /* = -1 */) { if(display == -1) { #if SDL_VERSION_ATLEAST(2,0,0) if(window) display = window->getDisplayIndex(); else #endif display = 0; } if(_lastEnumeratedDisplayIndex == display) return; enumerateScreenModes(display); } void Core::enumerateScreenModes(int display) { _lastEnumeratedDisplayIndex = display; screenModes.clear(); #if SDL_VERSION_ATLEAST(2,0,0) screenModes.push_back(ScreenMode(0, 0, 0)); // "Desktop" screen mode SDL_DisplayMode mode; const int modecount = SDL_GetNumDisplayModes(display); if(modecount == 0){ debugLog("No modes available!"); return; } for (int i = 0; i < modecount; i++) { SDL_GetDisplayMode(display, i, &mode); if (mode.w && mode.h && (mode.w > mode.h)) { // In order to prevent cluttering the list of supported screen modes, // only record the one per resolution with the highest refresh rate bool add = true; for(size_t k = 0; k < screenModes.size(); ++k) if(screenModes[k].x == mode.w && screenModes[k].y == mode.h) { add = false; if(screenModes[k].hz < mode.refresh_rate) { screenModes[k].hz = mode.refresh_rate; break; } } if(add) screenModes.push_back(ScreenMode(mode.w, mode.h, mode.refresh_rate)); } } #else 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 std::ostringstream os; os << "Screen modes available: " << screenModes.size(); debugLog(os.str()); } void Core::shutdownSoundLibrary() { } void Core::shutdownGraphicsLibrary() { setInputGrab(false); glFinish(); delete window; window = NULL; SDL_QuitSubSystem(SDL_INIT_VIDEO); unload_all_glsyms(); lib_graphics = false; destroyIcon(); } void Core::quit() { enqueueJumpState("STATE_QUIT"); } void Core::applyState(const std::string &state) { if (nocasecmp(state, "state_quit")==0) { loopDone = true; } StateManager::applyState(state); } void Core::setPixelScale(int pixelScaleX, int pixelScaleY) { virtualWidth = pixelScaleX; virtualHeight = pixelScaleY; //assumes 4:3 aspect ratio this->baseCullRadius = 1.1f * sqrtf(sqr(getVirtualWidth()/2) + sqr(getVirtualHeight()/2)); std::ostringstream os; os << "virtual(" << virtualWidth << ", " << virtualHeight << ")"; debugLog(os.str()); center = Vector(baseVirtualWidth/2, baseVirtualHeight/2); int diffw = virtualWidth-baseVirtualWidth; if (diffw > 0) virtualOffX = ((virtualWidth-baseVirtualWidth)/2); else virtualOffX = 0; int diffh = virtualHeight-baseVirtualHeight; if (diffh > 0) virtualOffY = ((virtualHeight-baseVirtualHeight)/2); else virtualOffY = 0; } 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))); enable2D(vw, baseVirtualHeight); } else { int vh = int(float(baseVirtualWidth) * (float(ry)/float(rx))); enable2D(baseVirtualWidth, vh); } } 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) { assert(pixelScaleX && pixelScaleY); GLint viewPort[4]; glGetIntegerv(GL_VIEWPORT, viewPort); glMatrixMode(GL_PROJECTION); glLoadIdentity(); float vw=0,vh=0; int viewOffX = 0; int 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; } bbgeOrtho2D(0.0f-viewOffX,viewPort[2]-viewOffX,viewPort[3]-viewOffY,0.0f-viewOffY); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); setupRenderPositionAndScale(); float widthFactor = width/float(pixelScaleX); float heightFactor = height/float(pixelScaleY); globalResolutionScale = Vector(widthFactor,heightFactor,1.0f); setPixelScale(pixelScaleX, pixelScaleY); } void Core::quitNestedMain() { if (getNestedMains() > 1) { quitNestedMainFlag = true; } } void Core::resetTimer() { nowTicks = thenTicks = SDL_GetTicks(); for (size_t i = 0; i < avgFPS.size(); i++) { avgFPS[i] = 0; } } void Core::setMousePosition(const Vector &p) { int ix, iy; virtualCoordsToPixelPos(ix, iy, p); SDL_Event ev = { sdlUserMouseEventID }; ev.motion.x = ix; ev.motion.y = iy; ev.motion.xrel = 0; ev.motion.yrel = 0; ev.motion.state = 0; SDL_PushEvent(&ev); window->warpMouse(ix, iy); ev.motion.state = 1; SDL_PushEvent(&ev); } // used to update all render objects either uniformly or as part of a time sliced update process void Core::updateRenderObjects(float dt) { for (size_t 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; } std::string Core::getEnqueuedJumpState() { return this->enqueuedJumpState; } static int screenshotNum = 0; static std::string getScreenshotFilename(bool png) { std::string prefix = core->getUserDataFolder() + "/screenshots/screen"; std::string ext = png ? ".png" : ".tga"; while (true) { std::ostringstream os; os << prefix << screenshotNum << ext; screenshotNum ++; std::string str(os.str()); if (!exists(str)) // keep going until we hit an unused filename. return str; } } unsigned Core::getTicks() { return SDL_GetTicks(); } bool Core::isWindowFocus() { return window->hasInputFocus(); } void Core::onBackgroundUpdate() { SDL_Delay(200); } void Core::run(float runTime) { // cannot nest loops when the game is over if (loopDone) return; float dt; float counter = 0; int frames = 0; #if !defined(_DEBUG) bool wasInactive = false; #endif nowTicks = thenTicks = SDL_GetTicks(); nestedMains++; while((runTime == -1 && !loopDone) || (runTime >0)) { nowTicks = SDL_GetTicks(); dt = (nowTicks-thenTicks)/1000.0; thenTicks = nowTicks; if (!avgFPS.empty()) { size_t 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) { c /= n; dt = c; } } #if !defined(_DEBUG) if (lib_graphics && (wasInactive || !settings.runInBackground)) { if (isWindowFocus()) { if (wasInactive) { debugLog("WINDOW ACTIVE"); updateInputGrab(); wasInactive = false; } } else { if (!wasInactive) debugLog("WINDOW INACTIVE"); wasInactive = true; updateInputGrab(); sound->pause(); while (!isWindowFocus()) { pollEvents(dt); onBackgroundUpdate(); resetTimer(); } debugLog("app back in focus"); resetTimer(); sound->resume(); resetTimer(); SDL_ShowCursor(SDL_DISABLE); continue; } } #endif old_dt = dt; modifyDt(dt); current_dt = dt; if (quitNestedMainFlag) { quitNestedMainFlag = false; break; } if (runTime>0) { runTime -= dt; if (runTime < 0) runTime = 0; } updateRenderObjects(dt); if (particleManager) particleManager->update(dt); if(sound) sound->update(dt); onUpdate(dt); if (nestedMains == 1) clearGarbage(); if (loopDone) break; updateCullData(); g_dbg_numRenderCalls = 0; if (settings.renderOn) { if (darkLayer.isUsed()) { darkLayer.preRender(); } render(); showBuffer(); if (nestedMains == 1) clearGarbage(); frames++; counter += dt; if (counter > 1) { fps = frames; frames = counter = 0; } } sound->setListenerPos(screenCenter.x, screenCenter.y); if (doScreenshot) { doScreenshot = false; const bool png = true; saveScreenshot(getScreenshotFilename(png), png); prepScreen(0); resetTimer(); } } quitNestedMainFlag = false; if (nestedMains==1) clearGarbage(); nestedMains--; } void Core::clearBuffers() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer } void Core::setupRenderPositionAndScale() { glScalef(globalScale.x*globalResolutionScale.x, globalScale.y*globalResolutionScale.y, globalScale.z*globalResolutionScale.z); glTranslatef(-(cameraPos.x+cameraOffset.x), -(cameraPos.y+cameraOffset.y), -(cameraPos.z+cameraOffset.z)); } void Core::setupGlobalResolutionScale() { glScalef(globalResolutionScale.x, globalResolutionScale.y, globalResolutionScale.z); } void Core::setMouseConstraint(bool on) { mouseConstraint = on; } void Core::setMouseConstraintCircle(const Vector& pos, float circle) { mouseConstraint = true; mouseCircle = circle; mouseConstraintCenter = pos; mouseConstraintCenter.z = 0; } int Core::getVirtualOffX() const { return virtualOffX; } int Core::getVirtualOffY() const { return virtualOffY; } void Core::centerMouse() { setMousePosition(Vector((virtualWidth/2) - getVirtualOffX(), virtualHeight/2)); } bool Core::doMouseConstraint() { if (mouseConstraint) { Vector h = mouseConstraintCenter; Vector d = mouse.position - h; if (!d.isLength2DIn(mouseCircle + 1)) // Only move mouse if it'll actually move (works around issues in SDL > 2.0.20) { d.setLength2D(mouseCircle); mouse.position = h+d; return true; } } return false; } Vector Core::pixelPosToVirtualCoords(int x, int y) const { const float mx = float(virtualWidth)/float(getWindowWidth()); const float my = float(virtualHeight)/float(getWindowHeight()); return Vector( (x * mx) - getVirtualOffX(), y * my ); } void Core::virtualCoordsToPixelPos(int& x, int& y, const Vector& p) const { const float px = p.x + getVirtualOffX(); const float py = p.y; x = px * (float(getWindowWidth())/float(virtualWidth)); y = py * (float(getWindowHeight())/float(virtualHeight)); } void Core::onEvent(const SDL_Event& event) { const bool focus = window->hasFocus(); if(event.type == sdlUserMouseEventID) { mouse._enableMotionEvents = !!event.motion.state; if(event.motion.state) // If 1, the generated mouse move is done and the rest is true mouse events { // We just set the position, so lets make sure that this mouse move isn't picked up // as a relative change, ie. there was no actual user mouse move. // There may be regular mouse move events after this one, which will be picked up normally. mouse.lastPosition = pixelPosToVirtualCoords(event.motion.x, event.motion.y); goto motion; // All the needed data are there, use this like a regular motion event } return; } switch (event.type) { case SDL_KEYDOWN: { if ((event.key.keysym.sym == SDLK_g) && (event.key.keysym.mod & KMOD_CTRL)) { setInputGrab(!grabInput); } else if (focus) { #if SDL_VERSION_ATLEAST(2,0,0) unsigned kidx = event.key.keysym.scancode; #else unsigned kidx = event.key.keysym.sym; #endif if(kidx < KEY_MAXARRAY) keys[kidx] = 1; } } break; case SDL_KEYUP: { if (focus) { #if SDL_VERSION_ATLEAST(2,0,0) unsigned kidx = event.key.keysym.scancode; #else unsigned kidx = event.key.keysym.sym; #endif if(kidx < KEY_MAXARRAY) keys[kidx] = 0; } } break; // This event is also sent when SDL sets the mouse position! // Since there's no way to distinguish the generated event from a true "user moved the mouse" event, // sdlUserMouseEventID (above) is used to guard a generated motion event. case SDL_MOUSEMOTION: { if (focus && mouse._enableMotionEvents) { motion: mouse.position = pixelPosToVirtualCoords(event.motion.x, event.motion.y); mouse._wasMoved = true; } } break; #if SDL_VERSION_ATLEAST(2,0,0) case SDL_MOUSEWHEEL: { if (focus) { if (event.wheel.y > 0) mouse.scrollWheelChange = 1; else if (event.wheel.y < 0) mouse.scrollWheelChange = -1; } } break; case SDL_JOYDEVICEADDED: onJoystickAdded(event.jdevice.which); break; case SDL_JOYDEVICEREMOVED: onJoystickRemoved(event.jdevice.which); break; #else case SDL_MOUSEBUTTONDOWN: { if (focus) { switch(event.button.button) { case 4: mouse.scrollWheelChange = 1; break; case 5: mouse.scrollWheelChange = -1; break; } } } break; case SDL_MOUSEBUTTONUP: { if (focus) { switch(event.button.button) { case 4: mouse.scrollWheelChange = 1; break; case 5: mouse.scrollWheelChange = -1; break; } } } break; #endif } } void Core::pollEvents(float dt) { int x, y; unsigned 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; for(unsigned i = 0; i < mouseExtraButtons; ++i) mouse.buttons.extra[i] = mousestate & SDL_BUTTON(3+i)?DOWN:UP; mouse.pure_buttons = mouse.buttons; mouse.rawButtonMask = mousestate; 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.lastPosition = mouse.position; mouse.change = Vector(0, 0); mouse._wasMoved = false; // This polls SDL events and causes Core::onEvent() to be called, // which also updates mouse position etc window->handleInput(); if(mouse._wasMoved) { if(doMouseConstraint()) setMousePosition(mouse.position); mouse.change = mouse.position - mouse.lastPosition; } for(size_t i = 0; i < joysticks.size(); ++i) if(joysticks[i]) joysticks[i]->update(dt); // all input done; update button states updateActionButtons(); } #define _VLN(x, y, x2, y2) glVertex2f(x, y); glVertex2f(x2, y2); void Core::print(int x, int y, const char *str, float sz) { glBindTexture(GL_TEXTURE_2D, 0); glPushMatrix(); float xx = x; glTranslatef(x, y-0.5f*sz, 0); x = y = 0; xx = 0; int c=0; glLineWidth(1); glScalef(sz*0.75f, sz, 1); glBegin(GL_LINES); while (str[c] != '\0') { 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: break; } c++; xx += 1.4f; } glEnd(); glPopMatrix(); } 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() { cullRadius = baseCullRadius * invGlobalScale; cullRadiusSqr = cullRadius * cullRadius; screenCenter = cullCenter = cameraPos + Vector(400.0f*invGlobalScale,300.0f*invGlobalScale); } void Core::render(int startLayer, int endLayer, bool useFrameBufferIfAvail) { renderObjectCount = 0; processedRenderObjectCount = 0; totalRenderObjectCount = 0; globalScaleChanged(); if (minimized) return; onRender(); RenderObject::lastTextureApplied = 0; updateCullData(); // TODO: this could be done in parallel for (size_t i = 0; i < renderObjectLayers.size(); ++i) { if(renderObjectLayers[i].visible) renderObjectLayers[i].prepareRender(); } glBindTexture(GL_TEXTURE_2D, 0); glLoadIdentity(); // Reset The View clearBuffers(); if (afterEffectManager && frameBuffer.isInited() && useFrameBufferIfAvail) { frameBuffer.startCapture(); } setupRenderPositionAndScale(); for (size_t c = 0; c < renderObjectLayerOrder.size(); c++) { int i = renderObjectLayerOrder[c]; if (i == -1) continue; if ((startLayer != -1 && endLayer != -1) && (i < startLayer || i > endLayer)) continue; if (darkLayer.isUsed() ) { if (i == darkLayer.getRenderLayer()) { darkLayer.render(); } if (i == darkLayer.getLayer() && startLayer != i) { continue; } } if (afterEffectManager && afterEffectManager->active && i == afterEffectManagerLayer) { afterEffectManager->render(); } RenderObjectLayer *r = &renderObjectLayers[i]; if(!r->visible) continue; r->render(); } } void Core::showBuffer() { window->present(); } void Core::shutdownInputLibrary() { } void Core::shutdownJoystickLibrary() { if (joystickEnabled) { clearJoysticks(); SDL_QuitSubSystem(SDL_INIT_JOYSTICK); joystickEnabled = false; } } void Core::clearRenderObjects() { for (size_t i = 0; i < renderObjectLayers.size(); i++) { 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..."); texmgr.unloadAll(); 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("Dark layer..."); darkLayer.unloadDevice(); debugLog("OK"); debugLog("Core's framebuffer..."); frameBuffer.unloadDevice(); debugLog("OK"); debugLog("Shutdown Graphics Library..."); shutdownGraphicsLibrary(); debugLog("OK"); #ifdef BBGE_BUILD_VFS debugLog("Unload VFS..."); vfs.Clear(); debugLog("OK"); #endif debugLog("SDL Quit..."); SDL_Quit(); debugLog("OK"); } //util funcs CountedPtr Core::getTexture(const std::string &name) { return texmgr.getOrLoad(name); } void Core::addRenderObject(RenderObject *o, unsigned layer) { assert(o->layer == LR_NONE); assert(layer < renderObjectLayers.size()); o->layer = layer; renderObjectLayers[layer].add(o); } void Core::switchRenderObjectLayer(RenderObject *o, unsigned toLayer) { assert(o->layer != LR_NONE); assert(toLayer < renderObjectLayers.size()); renderObjectLayers[o->layer].remove(o); renderObjectLayers[toLayer].add(o); o->layer = toLayer; } void Core::unloadResources() { this->texmgr.unloadAll(); } void Core::onReloadResources() { } void Core::reloadResources() { this->texmgr.reloadAll(TextureMgr::OVERWRITE); this->onReloadResources(); } const std::string & Core::getBaseTexturePath() const { return texmgr.loadFromPaths.back(); } void Core::setExtraTexturePath(const char * dir) { texmgr.loadFromPaths.resize(size_t(1) + !!dir); size_t w = 0; if(dir) texmgr.loadFromPaths[w++] = dir; texmgr.loadFromPaths[w] = "gfx/"; } const char *Core::getExtraTexturePath() const { return texmgr.loadFromPaths.size() > 1 ? texmgr.loadFromPaths[0].c_str() : NULL; } 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(); delete r; } } } void Core::enqueueRenderObjectDeletion(RenderObject *object) { if (!object->_dead) { garbage.push_back (object); object->_dead = true; } } void Core::clearGarbage() { // HACK: optimize this (use a list instead of a queue) for (RenderObjects::iterator i = garbage.begin(); i != garbage.end(); i++) { removeRenderObject(*i, DO_NOT_DESTROY_RENDER_OBJECT); (*i)->destroy(); } for (RenderObjects::iterator i = garbage.begin(); i != garbage.end(); i++) { delete *i; } garbage.clear(); } bool Core::canChangeState() { return (nestedMains<=1); } // 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(size_t x, size_t y, size_t w, size_t h) { const size_t N = w * h; const size_t size = sizeof(unsigned char) * N * 4; unsigned char * const 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 (size_t i = 0; i < N; ++i, c += 4) { c[3] = 255; } // OpenGL outputs the image upside down -> flip pixel rows const ptrdiff_t rowOffs = 4 * w; unsigned char * row0 = imageData; unsigned char * row1 = imageData + size - rowOffs; while(row0 < row1) { std::swap_ranges(row0, row0 + rowOffs, row1); row0 += rowOffs; row1 -= rowOffs; } return imageData; } // Like grabScreenshot(), but grab from the center of the screen. unsigned char *Core::grabCenteredScreenshot(size_t w, size_t h) { return grabScreenshot(width/2 - w/2, height/2 - h/2, w, h); } // takes a screen shot and saves it to a TGA or PNG image bool Core::saveScreenshot(const std::string &filename, bool png) { size_t w = getWindowWidth(), h = getWindowHeight(); unsigned char *imageData = grabCenteredScreenshot(w, h); bool ok = png ? pngSaveRGBA(filename.c_str(), w, h, imageData, 3) : tgaSaveRGBA(filename.c_str(), w, h, imageData); delete [] imageData; return ok; } void Core::screenshot() { doScreenshot = true; } #ifdef BBGE_BUILD_VFS #include "ttvfs_zip/VFSZipArchiveLoader.h" #include "ttvfs.h" #include "ttvfs_stdio.h" #endif void Core::setupFileAccess() { #ifdef BBGE_BUILD_VFS debugLog("Init VFS..."); if(!ttvfs::checkCompat()) exit_error("ttvfs not compatible"); ttvfs_setroot(&vfs); vfs.AddLoader(new ttvfs::DiskLoader); vfs.AddArchiveLoader(new ttvfs::VFSZipArchiveLoader); vfs.Mount("override", ""); // If we ever want to read from a container... //vfs.AddArchive("aqfiles.zip"); if(_extraDataDir.length()) { debugLog("Mounting extra data dir: " + _extraDataDir); vfs.Mount(_extraDataDir.c_str(), ""); } debugLog("Done"); #endif } void Core::initLocalization() { InStream in(localisePath("data/localecase.txt")); if(!in) { debugLog("data/localecase.txt does not exist, using internal locale data"); return; } std::string low, up; CharTranslationTable trans; memset(&trans[0], -1, sizeof(trans)); while(in) { in >> low >> up; trans[(unsigned char)(low[0])] = (unsigned char)up[0]; } initCharTranslationTables(&trans); } void Core::onJoystickAdded(int deviceID) { debugLog("Add new joystick"); Joystick *j = new Joystick; j->init(deviceID); for(size_t i = 0; i < joysticks.size(); ++i) if(!joysticks[i]) { joysticks[i] = j; goto done; } joysticks.push_back(j); done: ; } void Core::onJoystickRemoved(int instanceID) { debugLog("Joystick removed"); for(size_t i = 0; i < joysticks.size(); ++i) if(Joystick *j = joysticks[i]) if(j->getInstanceID() == instanceID) { delete j; joysticks[i] = NULL; } } Joystick *Core::getJoystick(size_t idx) { size_t i = idx; return i < joysticks.size() ? joysticks[i] : NULL; } void Core::updateActionButtons() { for(size_t i = 0; i < actionStatus.size(); ++i) actionStatus[i]->update(); } void Core::clearActionButtons() { for(size_t i = 0; i < actionStatus.size(); ++i) delete actionStatus[i]; actionStatus.clear(); } Joystick *Core::getJoystickForSourceID(int sourceID) { if(unsigned(sourceID+1) < (unsigned)actionStatus.size()) return getJoystick(actionStatus[sourceID+1]->getJoystickID()); return NULL; }