/* 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 "GLLoad.h" #include "RenderBase.h" #include #include #include #ifdef BBGE_BUILD_UNIX #include #include #include #include #endif #include #if __APPLE__ #include #endif #if BBGE_BUILD_WINDOWS #include #endif #include "SDL_syswm.h" #ifdef BBGE_BUILD_SDL2 static SDL_Window *gScreen=0; static SDL_GLContext gGLctx=0; #else static SDL_Surface *gScreen=0; #endif bool ignoreNextMouse=false; Vector unchange; #ifdef BBGE_BUILD_VFS #include "ttvfs.h" #endif Core *core = 0; static std::ofstream _logOut; #ifndef KMOD_GUI #define KMOD_GUI KMOD_META #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 (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() { assert(gGLctx); 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::initGraphics(int w, int h, int fullscreen, int vsync, int bpp, int display, int hz) { assert(lib_graphics); const int oldDisplay = getDisplayIndex(); assert(oldDisplay >= 0); if(display == -1) display = oldDisplay; SDL_DisplayMode displaymode; if(SDL_GetDesktopDisplayMode(display, &displaymode) != 0) { // fail-safe displaymode.w = 800; displaymode.h = 600; displaymode.driverdata = 0; displaymode.refresh_rate = 0; displaymode.format = 0; display = oldDisplay; } // Move window to specified display if necessary if(display != oldDisplay) { int center = SDL_WINDOWPOS_CENTERED_DISPLAY(display); SDL_SetWindowPosition(gScreen, center, center); } const int oldw = width; const int oldh = height; const bool useDesktop = w == 0 || h == 0 || (oldw && w == -1 && oldh && h == -1 && _useDesktopResolution); const bool wasFullscreen = _fullscreen; if(hz == -1) hz = _refreshRate; if (fullscreen == -1) fullscreen = _fullscreen; if (vsync == -1) vsync = _vsync; if(useDesktop) { w = displaymode.w; h = displaymode.h; } if (w == -1) w = width; if (h == -1) h = height; if (bpp == -1) bpp = _bpp; _vsync = vsync; _fullscreen = fullscreen; _bpp = bpp; _refreshRate = hz; displaymode.refresh_rate = hz; #ifdef BBGE_BUILD_SDL2 if(vsync) { if(SDL_GL_SetSwapInterval(-1) != 0) SDL_GL_SetSwapInterval(1); } else SDL_GL_SetSwapInterval(0); // Record window position so we can properly restore it when leaving fullscreen //if(fullscreen && !wasFullscreen) // SDL_GetWindowPosition(gScreen, &winPosX, &winPosY); SDL_SetWindowFullscreen(gScreen, 0); bool resize = true; bool reloadRes = false; bool maximize = true; if(useDesktop != _useDesktopResolution) { int usew = 0, useh = 0; bool maximize = !fullscreen; if(!useDesktop) { usew = w; useh = h; maximize = false; } if(useDesktop && !fullscreen && wasFullscreen) { usew = oldw; useh = oldh; maximize = false; } createWindow(usew, useh, useDesktop, false); reloadRes = true; } if(fullscreen) { int screenflags = useDesktop ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_FULLSCREEN; displaymode.w = w; displaymode.h = h; // must not be already in fullscreen here, otherwise new display mode doesn't apply properly SDL_SetWindowSize(gScreen, w, h); SDL_SetWindowDisplayMode(gScreen, &displaymode); SDL_SetWindowFullscreen(gScreen, screenflags); maximize = false; } if(!fullscreen && wasFullscreen) { // Need to do this; else the window ends up at (0, 0) with the title bar outside the screen area int c = SDL_WINDOWPOS_CENTERED_DISPLAY(display); SDL_SetWindowPosition(gScreen, c, c); } if(maximize) { SDL_MaximizeWindow(gScreen); resize = false; } if(resize && !fullscreen && !useDesktop) { if(w != oldw|| h != oldh) { SDL_SetWindowSize(gScreen, w, h); int c = SDL_WINDOWPOS_CENTERED_DISPLAY(display); SDL_SetWindowPosition(gScreen, c, c); } } #else # error FIXME: backport to support SDL 1.2 #endif _useDesktopResolution = useDesktop; if(!resize) SDL_GetWindowSize(gScreen, &w, &h); updateWindowDrawSize(w, h); if(reloadRes) { unloadResources(); reloadResources(); resetTimer(); } } 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); } void Core::setFullscreen(bool full) { if(full == !!_fullscreen) return; sound->pause(); initGraphics(-1, -1, 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); 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; } #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 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) { sound = NULL; _extraDataDir = extraDataDir; 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; debugLogTextures = true; grabInput = false; srand(time(NULL)); old_dt = 0; current_dt = 0; virtualOffX = virtualOffY = 0; particleManager = new ParticleManager(particleSize); nowTicks = thenTicks = 0; _hasFocus = false; lib_graphics = lib_sound = lib_input = false; clearColor = Vector(0,0,0); updateCursorFromMouse = true; mouseConstraint = false; mouseCircle = 0; overrideStartLayer = 0; overrideEndLayer = 0; frameOutputMode = false; updateMouse = true; particlesPaused = false; joystickAsMouse = false; currentLayerPass = 0; flipMouseButtons = 0; joystickEnabled = false; doScreenshot = false; baseCullRadius = 1; width = height = 0; _fullscreen = false; _refreshRate = 0; _useDesktopResolution = false; afterEffectManagerLayer = 0; renderObjectLayers.resize(1); invGlobalScale = 1.0; invGlobalScaleSqr = 1.0; renderObjectCount = 0; avgFPS.resize(1); minimized = false; shuttingDown = false; nestedMains = 0; afterEffectManager = 0; loopDone = false; winPosX = SDL_WINDOWPOS_CENTERED; winPosY = SDL_WINDOWPOS_CENTERED; core = this; for (int i = 0; i < KEY_MAXARRAY; i++) { keys[i] = 0; } 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 = 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 >= (ssize_t) 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 if(filesystem.length()) { if(_chdir(filesystem.c_str()) != 0) { debugLog("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; } 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(); #ifdef BBGE_BUILD_SDL2 SDL_SetWindowGrab(gScreen, on ? SDL_TRUE : SDL_FALSE); #else SDL_WM_GrabInput(on?SDL_GRAB_ON:SDL_GRAB_OFF); #endif } void Core::setInputGrab(bool on) { grabInput = on; updateInputGrab(); } bool Core::isFullscreen() { return _fullscreen; } bool Core::isDesktopResolution() { return _useDesktopResolution; } int Core::getDisplayIndex() { #ifdef BBGE_BUILD_SDL2 int display = SDL_GetWindowDisplayIndex(gScreen); return display < 0 ? 0 : display; // if there's an error, assume primary display #else return 0; #endif } int Core::getRefreshRate() { return _refreshRate; } bool Core::isShuttingDown() { return shuttingDown; } void Core::init() { setupFileAccess(); quitNestedMainFlag = false; #ifndef BBGE_BUILD_SDL2 // 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(SDL_INIT_EVERYTHING))==-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) { return k > 0 && k < KEY_MAXARRAY ? keys[k] : 0; } void Core::initJoystickLibrary() { #ifndef BBGE_BUILD_SDL2 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() { core->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; core->mouse.lastPosition = core->mouse.position; core->mouse.lastScrollWheel = core->mouse.scrollWheel; pollEvents(dt); ActionMapper::onUpdate(dt); StateManager::onUpdate(dt); onMouseInput(); globalScale.update(dt); core->globalScaleChanged(); if (afterEffectManager) { afterEffectManager->update(dt); } } void Core::globalScaleChanged() { invGlobalScale = 1.0f/globalScale.x; invGlobalScaleSqr = invGlobalScale * invGlobalScale; } void Core::setClearColor(const Vector &c) { clearColor = c; glClearColor(c.x, c.y, c.z, 0.0); } bool Core::initGraphicsLibrary(int width, int height, bool fullscreen, bool vsync, int bpp, int display, int hz) { assert(!gScreen); _hasFocus = false; #ifndef BBGE_BUILD_SDL2 #if !defined(BBGE_BUILD_MACOSX) // 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"); #endif SDL_WM_SetCaption(appName.c_str(), appName.c_str()); #endif initIcon(gScreen); std::ostringstream os; os << "setting vsync: " << vsync; debugLog(os.str()); #ifndef BBGE_BUILD_SDL2 SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, vsync); SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1); #ifdef _DEBUG SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS SDL_GL_CONTEXT_DEBUG_FLAG); #endif #endif SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); createWindow(width, height, !width && !height, fullscreen); if (SDL_GL_LoadLibrary(NULL) == -1) { std::string err = std::string("SDL_GL_LoadLibrary Error: ") + std::string(SDL_GetError()); SDL_Quit(); exit_error(err); } 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)); lib_graphics = true; enumerateScreenModes(); initGraphics(width, height, fullscreen, vsync, bpp, display, hz); _hasFocus = true; // init success return true; } void Core::createWindow(int w, int h, bool resizable, bool fullscreen) { #ifdef BBGE_BUILD_SDL2 if(gScreen) { SDL_DestroyWindow(gScreen); gScreen = NULL; } if(gGLctx) { SDL_GL_MakeCurrent(gScreen, NULL); SDL_GL_DeleteContext(gGLctx); gGLctx = NULL; } Uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN; if(resizable) flags |= SDL_WINDOW_RESIZABLE; if(fullscreen) { if(!w && !h) flags |= SDL_WINDOW_FULLSCREEN_DESKTOP; else flags |= SDL_WINDOW_FULLSCREEN; } if(w <= 0) w = 640; if(h <= 0) h = 480; gScreen = SDL_CreateWindow(appName.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, w, h, flags); if (gScreen == NULL) { std::ostringstream os; os << "Couldn't set resolution [" << w << "x" << h << "]\n" << SDL_GetError(); errorLog(os.str()); SDL_Quit(); exit(0); } gGLctx = SDL_GL_CreateContext(gScreen); if (gGLctx == NULL) { std::ostringstream os; os << "Couldn't create OpenGL context!\n" << SDL_GetError(); errorLog(os.str()); SDL_Quit(); exit(0); } { const char *name = SDL_GetCurrentVideoDriver(); std::ostringstream os2; os2 << "Video Driver Name [" << name << "]"; debugLog(os2.str()); } #else Uint32 flags = 0; flags = SDL_OPENGL; if(fullscreen) flags |= SDL_FULLSCREEN; if (resizable) flags |= SDL_RESIZABLE; gScreen = SDL_SetVideoMode(width, height, bpp, flags); if (gScreen == NULL) { std::ostringstream os; os << "Couldn't set resolution [" << width << "x" << height << "]\n" << SDL_GetError(); SDL_Quit(); exit_error(os.str()); } { char name[256]; SDL_VideoDriverName((char*)name, 256); std::ostringstream os2; os2 << "Video Driver Name [" << name << "]"; debugLog(os2.str()); } #endif } void Core::enumerateScreenModes() { screenModes.clear(); #ifdef BBGE_BUILD_SDL2 screenModes.push_back(ScreenMode(0, 0, 0)); // "Desktop" screen mode SDL_DisplayMode mode; const int modecount = SDL_GetNumDisplayModes(0); if(modecount == 0){ debugLog("No modes available!"); return; } for (int i = 0; i < modecount; i++) { SDL_GetDisplayMode(0, i, &mode); if (mode.w && mode.h && (mode.w > mode.h)) { 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, 0)); } } } #endif std::ostringstream os; os << "Screen modes available: " << screenModes.size(); debugLog(os.str()); } void Core::shutdownSoundLibrary() { } void Core::shutdownGraphicsLibrary() { setInputGrab(false); glFinish(); #ifdef BBGE_BUILD_SDL2 SDL_GL_MakeCurrent(gScreen, NULL); SDL_GL_DeleteContext(gGLctx); SDL_DestroyWindow(gScreen); gGLctx = 0; #endif SDL_QuitSubSystem(SDL_INIT_VIDEO); gScreen = 0; unload_all_glsyms(); _hasFocus = false; 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); } #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); } #endif // No longer part of C/C++ standard #ifndef M_PI #define M_PI 3.14159265358979323846 #endif 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 = core->width/float(pixelScaleX); float heightFactor = core->height/float(pixelScaleY); core->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) { core->mouse.position = p; float px = p.x + virtualOffX; float py = p.y; #ifdef BBGE_BUILD_SDL2 SDL_WarpMouseInWindow(gScreen, px * (float(width)/float(virtualWidth)), py * (float(height)/float(virtualHeight))); #else SDL_WarpMouse( px * (float(width)/float(virtualWidth)), py * (float(height)/float(virtualHeight))); #endif } // 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; } int screenshotNum = 0; 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 (!core->exists(str)) // keep going until we hit an unused filename. return str; } } unsigned Core::getTicks() { return SDL_GetTicks(); return 0; } bool Core::isWindowFocus() { #ifdef BBGE_BUILD_SDL2 return ((SDL_GetWindowFlags(gScreen) & SDL_WINDOW_INPUT_FOCUS) != 0); #else return ((SDL_GetAppState() & SDL_APPINPUTFOCUS) != 0); #endif return true; } 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)) { BBGE_PROF(Core_main); 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()) { _hasFocus = true; if (wasInactive) { debugLog("WINDOW ACTIVE"); updateInputGrab(); wasInactive = false; } } else { if (_hasFocus) { if (!wasInactive) debugLog("WINDOW INACTIVE"); wasInactive = true; _hasFocus = false; 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; } // UPDATE postProcessingFx.update(dt); updateRenderObjects(dt); if (particleManager) particleManager->update(dt); 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(); BBGE_PROF(STOP); 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() { return virtualOffX; } int Core::getVirtualOffY() { return virtualOffY; } void Core::centerMouse() { setMousePosition(Vector((virtualWidth/2) - core->getVirtualOffX(), virtualHeight/2)); } bool Core::doMouseConstraint() { if (mouseConstraint) { Vector h = mouseConstraintCenter; Vector d = mouse.position - h; if (!d.isLength2DIn(mouseCircle)) { d.setLength2D(mouseCircle); mouse.position = h+d; return true; } } return false; } void Core::pollEvents(float dt) { bool warpMouse=false; if (updateMouse) { 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.change = Vector(0,0); } SDL_Event event; while ( SDL_PollEvent (&event) ) { switch (event.type) { case SDL_KEYDOWN: { #if __APPLE__ #if SDL_VERSION_ATLEAST(2, 0, 0) if ((event.key.keysym.sym == SDLK_q) && (event.key.keysym.mod & KMOD_GUI)) #else if ((event.key.keysym.sym == SDLK_q) && (event.key.keysym.mod & KMOD_META)) #endif #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)) { setInputGrab(!grabInput); } else if (_hasFocus) { #ifdef BBGE_BUILD_SDL2 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 (_hasFocus) { #ifdef BBGE_BUILD_SDL2 unsigned kidx = event.key.keysym.scancode; #else unsigned kidx = event.key.keysym.sym; #endif if(kidx < KEY_MAXARRAY) keys[kidx] = 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; #ifdef BBGE_BUILD_SDL2 case SDL_WINDOWEVENT: { switch(event.window.event) { case SDL_WINDOWEVENT_CLOSE: SDL_Quit(); _exit(0); break; case SDL_WINDOWEVENT_RESIZED: onWindowResize(event.window.data1, event.window.data2); break; /*case SDL_WINDOWEVENT_FOCUS_GAINED: _hasFocus = true; break; case SDL_WINDOWEVENT_FOCUS_LOST: _hasFocus = false;*/ } } break; case SDL_MOUSEWHEEL: { if (_hasFocus && updateMouse) { 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 (_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; #endif case SDL_QUIT: SDL_Quit(); _exit(0); break; case SDL_SYSWMEVENT: { } break; default: break; } } if (updateMouse) { mouse.scrollWheel += mouse.scrollWheelChange; if (warpMouse) { setMousePosition(mouse.position); } } 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) { BBGE_PROF(Core_render); if (startLayer == -1 && endLayer == -1 && overrideStartLayer != 0) { startLayer = overrideStartLayer; endLayer = overrideEndLayer; } globalScaleChanged(); if (core->minimized) return; onRender(); RenderObject::lastTextureApplied = 0; updateCullData(); renderObjectCount = 0; processedRenderObjectCount = 0; totalRenderObjectCount = 0; glBindTexture(GL_TEXTURE_2D, 0); glLoadIdentity(); // Reset The View clearBuffers(); if (afterEffectManager && frameBuffer.isInited() && useFrameBufferIfAvail) { frameBuffer.startCapture(); } setupRenderPositionAndScale(); RenderObject::rlayer = 0; 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 (i == postProcessingFx.layer) { postProcessingFx.preRender(); } if (i == postProcessingFx.renderLayer) { postProcessingFx.render(); } 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]; 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); } } } } } void Core::showBuffer() { BBGE_PROF(Core_showBuffer); #ifdef BBGE_BUILD_SDL2 SDL_GL_SwapWindow(gScreen); #else SDL_GL_SwapBuffers(); #endif } // WARNING: only for use during shutdown // otherwise, textures will try to remove themselves // when destroy is called on them void Core::clearResources() { if(resources.size()) { debugLog("Warning: The following resources were not cleared:"); for(size_t i = 0; i < resources.size(); ++i) debugLog(resources[i]->name); resources.clear(); // nothing we can do; refcounting is messed up } } 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..."); 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("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 bool Core::exists(const std::string &filename) { return ::exists(filename, false); // defined in Base.cpp } CountedPtr Core::findTexture(const std::string &name) { 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 resources[i]; } } return 0; } // 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; } CountedPtr 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); CountedPtr t = core->findTexture(internalTextureName); if (t) return t; t = new Texture; t->name = internalTextureName; if(t->load(loadName)) { std::ostringstream os; os << "LOADED TEXTURE FROM DISK: [" << internalTextureName << "] idx: " << resources.size()-1; debugLog(os.str()); } else { t->width = 64; t->height = 64; } return t; } CountedPtr Core::addTexture(const std::string &textureName) { BBGE_PROF(Core_addTexture); if (textureName.empty()) return NULL; CountedPtr ptex; 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; ptex = doTextureAdd(texture, loadName, internalTextureName); if (!ptex || ptex->getLoadResult() == TEX_FAILED) ptex = doTextureAdd(t, ln, internalTextureName); } else ptex = doTextureAdd(texture, loadName, internalTextureName); addTexture(ptex.content()); if(debugLogTextures) { if(!ptex || ptex->getLoadResult() != TEX_SUCCESS) { std::ostringstream os; os << "FAILED TO LOAD TEXTURE: [" << internalTextureName << "] idx: " << resources.size()-1; debugLog(os.str()); } } return ptex; } void Core::addRenderObject(RenderObject *o, size_t layer) { if (!o) return; o->layer = layer; if (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 (size_t i = 0; i < resources.size(); i++) { resources[i]->unload(); } } void Core::onReloadResources() { } void Core::reloadResources() { for (size_t i = 0; i < resources.size(); i++) { resources[i]->reload(); } onReloadResources(); } void Core::addTexture(Texture *r) { for(size_t i = 0; i < resources.size(); ++i) if(resources[i] == r) return; resources.push_back(r); if (r->name.empty()) { debugLog("Empty name resource added"); } } void Core::removeTexture(Texture *res) { std::vector copy; copy.swap(resources); for (size_t i = 0; i < copy.size(); ++i) { if (copy[i] == res) { copy[i]->destroy(); copy[i] = copy.back(); copy.pop_back(); break; } } resources.swap(copy); } void Core::deleteRenderObjectMemory(RenderObject *r) { 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) { 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 (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++) { deleteRenderObjectMemory(*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(int x, int y, int w, int h) { unsigned int size = sizeof(unsigned char) * w * h * 4; unsigned char *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; } // 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 or PNG image bool Core::saveScreenshot(const std::string &filename, bool png) { int w = getWindowWidth(), h = getWindowHeight(); unsigned char *imageData = grabCenteredScreenshot(w, h); bool ok = png ? pngSave(filename.c_str(), w, h, imageData) : tgaSave(filename.c_str(),w,h,32,imageData); delete [] imageData; return ok; } // saves an array of pixels as a TGA image bool Core::tgaSave( const char *filename, short unsigned int width, short unsigned 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) return 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); return 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 size_t bytes = width * height * mode; bool ok = fwrite(imageData, 1, bytes, file) == bytes; fclose(file); return ok; } void Core::screenshot() { doScreenshot = true; } #include "DeflateCompressor.h" // saves an array of pixels as a TGA image (frees the image data passed in) bool Core::zgaSave( const char *filename, short unsigned int w, short unsigned 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) { return 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); bool ok = fwrite(z.contents(), 1, z.size(), file) == z.size(); fclose(file); return ok; } #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) { j->shutdown(); 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; } #include bool Core::pngSave(const char *filename, unsigned width, unsigned height, unsigned char *data) { bool ok = true; std::vector rowData(height); // passed in buffer is upside down; flip it for(unsigned i = 0; i < height; i++) rowData[height - i - 1] = i * width * 4 + data; FILE *fp = fopen(filename, "wb"); if (!fp) return false; png_structp png; png = png_create_write_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL); if (!png) goto fail; png_infop info_ptr; info_ptr = png_create_info_struct(png); if (!info_ptr) goto fail; if (setjmp(png_jmpbuf(png))) goto fail; png_init_io(png, fp); if (setjmp(png_jmpbuf(png))) goto fail; png_set_IHDR(png, info_ptr, width, height, 8, PNG_COLOR_TYPE_RGBA, PNG_INTERLACE_NONE, PNG_COMPRESSION_TYPE_BASE, PNG_FILTER_TYPE_BASE); png_write_info(png, info_ptr); if (setjmp(png_jmpbuf(png))) goto fail; png_write_image(png, (png_byte**)&rowData[0]); if (setjmp(png_jmpbuf(png))) goto fail; png_write_end(png, NULL); end: if(fp) fclose(fp); return ok; fail: debugLog("Failed to save PNG"); ok = false; goto end; }