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Aquaria/BBGE/Core.cpp
fgenesis 09edbf49fd Changes to rendering logic, incl water surface flicker fix, plus other fixes.
This commit changes a bunch of internal rendering logic to
use FBOs in a way that doesn't violate the GL spec.
The water surface FBO's output texture was bound for reading
while at the same time rendering the water surface back into the
same FBO! Depending on the card/driver/load/zoom factor/moon phase,
this could lead to water surface flickering, chessboard effects,
and other visual glitches.
In order to fix this an extra FBO is needed.
In theory this is a simple fix but in practice this is the Aquaria
codebase and everything is more complicated than it has any right to be.

Couple other things:

- FBOs no longer have a depth renderbuffer. Aquaria never uses the depth
buffer for anything, so this can go to save some memory.
Also remove renderbuffer GL function pointers.

- Make FBOs multi-"paged". This is supposedly more efficient on desktop GL,
if glDrawBuffer() supports GL_COLOR_ATTACHMENTn. This is currently checked
via the presence of glDrawBuffersARB().

- Main core FBO now has 2 pages becaus it's needed for the water surface.
The same 2 pages are later used by the after effect manager to ping-pong
postprocessing shaders. Remove private after effect FBO.

TODO:
- There's still a bug in the one-fbo-multiple-binding-points code path.
-> for now glDrawBuffersARB must be NULL to work properly.
2024-04-25 03:33:02 +02:00

2284 lines
46 KiB
C++

/*
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 <time.h>
#include <iostream>
#include <fstream>
#ifdef BBGE_BUILD_UNIX
#include <limits.h>
#include <sys/stat.h>
#include <sys/types.h>
#include <unistd.h>
#endif
#include <assert.h>
#if __APPLE__
#include <Carbon/Carbon.h>
#endif
#if BBGE_BUILD_WINDOWS
#include <direct.h>
#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);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glLoadIdentity();
setClearColor(clearColor);
frameBuffer.init(-1, -1, 2);
if(afterEffectManager)
afterEffectManager->updateDevice();
TexCoordBox defaultTC;
defaultTC.setStandard();
defaultQuadGrid.init(2, 2, defaultTC);
defautQuadBorder.initQuadVertices(defaultTC, GPUACCESS_DEFAULT);
int screenWidth = getWindowWidth();
int screenHeight = core->getWindowHeight();
int textureWidth, textureHeight;
if (core->frameBuffer.isInited())
{
textureWidth = core->frameBuffer.getTexWidth();
textureHeight = core->frameBuffer.getTexHeight();
}
else
{
textureWidth = screenWidth;
sizePowerOf2Texture(textureWidth);
textureHeight = screenHeight;
sizePowerOf2Texture(textureHeight);
}
const float percentX = (float)screenWidth/(float)textureWidth;
const float percentY = (float)screenHeight/(float)textureHeight;
TexCoordBox tc = { 0, percentY, percentX, 0 }; // Y is upside down
blitQuad.setTexCoords(tc);
blitQuad.init(2, 2);
blitQuad.reset01();
blitQuad.updateVBO(); // never changed afterwards
}
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), defautQuadBorder(GPUBUF_STATIC | GPUBUF_VERTEXBUF)
{
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;
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));
DynamicGPUBuffer::StaticInit();
enumerateScreenModes(window->getDisplayIndex());
window->updateSize();
glClearColor(0,0,0,0);
glClear(GL_COLOR_BUFFER_BIT);
showBuffer();
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(!minimized)
{
prepareRender();
renderInternal(-1, -1, true);
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::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::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()
{
renderExternal();
// 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::renderExternal()
{
prepareRender();
renderInternal(-1, -1, true);
}
void Core::prepareRender()
{
renderObjectCount = 0;
processedRenderObjectCount = 0;
totalRenderObjectCount = 0;
globalScaleChanged();
updateCullData();
onPrepareRender();
// TODO: this could be done in parallel
for (size_t i = 0; i < renderObjectLayers.size(); ++i)
{
if(renderObjectLayers[i].visible)
renderObjectLayers[i].prepareRender();
}
if (darkLayer.isUsed())
{
darkLayer.preRender();
}
glClearColor(0,0,0,0);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, core->width, core->height);
}
// Make sure to call prepareRender() before calling this!
void Core::renderInternal(int startLayer, int endLayer, bool allowSkip)
{
onRender();
RenderObject::lastTextureApplied = 0;
glBindTexture(GL_TEXTURE_2D, 0);
glLoadIdentity(); // Reset The View
setupRenderPositionAndScale();
CombinedRenderAndGPUState rs;
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;
// don't render the layers that the dark layer takes as input
if(allowSkip && !darkLayer.shouldRenderLayer(i))
continue;
RenderObjectLayer *r = &renderObjectLayers[i];
if(!r->visible)
continue;
if(r->preRender)
if(!r->preRender(rs))
continue;
r->render(rs);
if(r->postRender)
r->postRender(rs);
}
}
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");
defaultQuadGrid.dropBuffers();
defautQuadBorder.dropBuffer();
blitQuad.dropBuffers();
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<Texture> 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_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;
}