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Aquaria/BBGE/Core.cpp
Valentin Ochs b9d402199c Get rid of a lot of gcc warnings
Mostly signed/unsigned comparisons. Also some bugs, but I don't remember
where :D
2021-01-11 12:28:27 +01:00

3381 lines
66 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 "AfterEffect.h"
#include "Particles.h"
#include <time.h>
#include <iostream>
#ifdef BBGE_BUILD_UNIX
#include <limits.h>
#include <sys/stat.h>
#include <sys/types.h>
#include <unistd.h>
#endif
#include <assert.h>
#if __APPLE__
#include <Carbon/Carbon.h>
#endif
#if BBGE_BUILD_WINDOWS
#include <shlobj.h>
#include <direct.h>
#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;
#ifdef BBGE_BUILD_WINDOWS
HICON icon_windows = 0;
#endif
#ifndef KMOD_GUI
#define KMOD_GUI KMOD_META
#endif
void Core::initIcon()
{
#ifdef BBGE_BUILD_WINDOWS
HINSTANCE handle = ::GetModuleHandle(NULL);
icon_windows = ::LoadIcon(handle, "icon");
SDL_SysWMinfo wminfo;
SDL_VERSION(&wminfo.version)
if (SDL_GetWindowWMInfo(gScreen, &wminfo) != 1)
{
}
HWND hwnd = wminfo.info.win.window;
::SetClassLong(hwnd, GCL_HICON, (LONG) icon_windows);
#endif
}
void Core::resetCamera()
{
cameraPos = Vector(0,0);
}
ParticleEffect* Core::createParticleEffect(const std::string &name, const Vector &position, int layer, float rotz)
{
ParticleEffect *e = new ParticleEffect();
e->load(name);
e->position = position;
e->start();
e->setDie(true);
e->rotation.z = rotz;
core->getTopStateData()->addRenderObject(e, layer);
return e;
}
void Core::unloadDevice()
{
for (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::resetGraphics(int w, int h, int fullscreen, int vsync, int bpp)
{
if (fullscreen == -1)
fullscreen = _fullscreen;
if (vsync == -1)
vsync = _vsync;
if (w == -1)
w = width;
if (h == -1)
h = height;
if (bpp == -1)
bpp = _bpp;
unloadDevice();
unloadResources();
shutdownGraphicsLibrary();
initGraphicsLibrary(w, h, fullscreen, vsync, bpp);
enable2DWide(w, h);
reloadResources();
reloadDevice();
resetTimer();
}
void Core::toggleScreenMode(int t)
{
sound->pause();
resetGraphics(-1, -1, t);
cacheRender();
resetTimer();
sound->resume();
}
void Core::updateCursorFromJoystick(float dt, int spd)
{
core->mouse.position += joystick.position*dt*spd;
doMouseConstraint();
}
void Core::setWindowCaption(const std::string &caption, const std::string &icon)
{
#ifndef BBGE_BUILD_SDL2
SDL_WM_SetCaption(caption.c_str(), icon.c_str());
#endif
}
RenderObjectLayer *Core::getRenderObjectLayer(int i)
{
if (i == LR_NONE)
return 0;
return &renderObjectLayers[i];
}
void Core::setColor(float r, float g, float b, float a)
{
glColor4f(r, g, b, a);
}
void Core::bindTexture(int stage, unsigned int handle)
{
}
void Core::translateMatrixStack(float x, float y, float z)
{
glTranslatef(x, y, z);
}
void Core::scaleMatrixStack(float x, float y, float z)
{
glScalef(x, y, z);
}
void Core::rotateMatrixStack(float x, float y, float z)
{
glRotatef(0, 0, 1, z);
}
void Core::applyMatrixStackToWorld()
{
}
void Core::rotateMatrixStack(float z)
{
glRotatef(0, 0, 1, z);
}
bool Core::getShiftState()
{
return getKeyState(KEY_LSHIFT) || getKeyState(KEY_RSHIFT);
}
bool Core::getAltState()
{
return getKeyState(KEY_LALT) || getKeyState(KEY_RALT);
}
bool Core::getCtrlState()
{
return getKeyState(KEY_LCONTROL) || getKeyState(KEY_RCONTROL);
}
bool Core::getMetaState()
{
return getKeyState(KEY_LMETA) || getKeyState(KEY_RMETA);
}
void Core::errorLog(const std::string &s)
{
messageBox("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;
screenCapScale = Vector(1,1,1);
_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;
grabInputOnReentry = -1;
srand(time(NULL));
old_dt = 0;
current_dt = 0;
aspectX = 4;
aspectY = 3;
virtualOffX = virtualOffY = 0;
vw2 = 0;
vh2 = 0;
viewOffX = viewOffY = 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;
coreVerboseDebug = false;
frameOutputMode = false;
updateMouse = true;
particlesPaused = false;
joystickAsMouse = false;
currentLayerPass = 0;
flipMouseButtons = 0;
joystickOverrideMouse = false;
joystickEnabled = false;
doScreenshot = false;
baseCullRadius = 1;
width = height = 0;
afterEffectManagerLayer = 0;
renderObjectLayers.resize(1);
invGlobalScale = 1.0;
invGlobalScaleSqr = 1.0;
renderObjectCount = 0;
avgFPS.resize(1);
minimized = false;
numSavedScreenshots = 0;
shuttingDown = false;
clearedGarbageFlag = false;
nestedMains = 0;
afterEffectManager = 0;
loopDone = false;
core = this;
#ifdef BBGE_BUILD_WINDOWS
hRC = 0;
hDC = 0;
hWnd = 0;
#endif
for (int i = 0; i < KEY_MAXARRAY; i++)
{
keys[i] = 0;
}
aspect = (aspectX/aspectY);
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;
}
#if BBGE_BUILD_UNIX
#include <sys/types.h>
#include <pwd.h>
#include <fcntl.h>
#include <unistd.h>
#include <dirent.h>
// based on code I wrote for PhysicsFS: http://icculus.org/physfs/
// the zlib license on physfs allows this cut-and-pasting.
static int locateOneElement(char *buf)
{
char *ptr;
DIR *dirp;
if (access(buf, F_OK) == 0)
return(1); // quick rejection: exists in current case.
ptr = strrchr(buf, '/'); // find entry at end of path.
if (ptr == NULL)
{
dirp = opendir(".");
ptr = buf;
}
else
{
*ptr = '\0';
dirp = opendir(buf);
*ptr = '/';
ptr++; // point past dirsep to entry itself.
}
struct dirent *dent;
while ((dent = readdir(dirp)) != NULL)
{
if (strcasecmp(dent->d_name, ptr) == 0)
{
strcpy(ptr, dent->d_name); // found a match. Overwrite with this case.
closedir(dirp);
return(1);
}
}
// no match at all...
closedir(dirp);
return(0);
}
#endif
std::string Core::adjustFilenameCase(const char *_buf)
{
#ifdef BBGE_BUILD_UNIX // any case is fine if not Linux.
int rc = 1;
char *buf = (char *) alloca(strlen(_buf) + 1);
strcpy(buf, _buf);
char *ptr = buf;
while ((ptr = strchr(ptr + 1, '/')) != 0)
{
*ptr = '\0'; // block this path section off
rc = locateOneElement(buf);
*ptr = '/'; // restore path separator
if (!rc)
break; // missing element in path.
}
// check final element...
if (rc)
rc = locateOneElement(buf);
#if 0
if (strcmp(_buf, buf) != 0)
{
fprintf(stderr, "Corrected filename case: '%s' => '%s (%s)'\n",
_buf, buf, rc ? "found" : "not found");
}
#endif
return std::string(buf);
#else
return std::string(_buf);
#endif
}
Core::~Core()
{
if (particleManager)
{
delete particleManager;
}
if (sound)
{
delete sound;
sound = 0;
}
debugLog("~Core()");
_logOut.close();
core = 0;
}
bool Core::hasFocus()
{
return _hasFocus;
}
void Core::setInputGrab(bool on)
{
if (isWindowFocus())
{
#ifdef BBGE_BUILD_SDL2
SDL_SetWindowGrab(gScreen, on ? SDL_TRUE : SDL_FALSE);
#else
SDL_WM_GrabInput(on?SDL_GRAB_ON:SDL_GRAB_OFF);
#endif
}
}
void Core::setReentryInputGrab(int on)
{
if (grabInputOnReentry == -1)
{
setInputGrab(on);
}
else
{
setInputGrab(grabInputOnReentry);
}
}
bool Core::isFullscreen()
{
return _fullscreen;
}
bool Core::isShuttingDown()
{
return shuttingDown;
}
void Core::init()
{
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(0))==-1)
{
exit_error("Failed to init SDL");
}
loopDone = false;
clearedGarbageFlag = false;
initInputCodeMap();
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)
{
if (k >= KEY_MAXARRAY || k < 0)
{
return 0;
}
return keys[k];
#ifdef BBGE_BUILD_WINDOWS
if (k >= KEY_MAXARRAY || k < 0)
{
return 0;
}
return keys[k];
#endif
return 0;
}
Vector joychange;
Vector lastjoy;
void readJoystickData()
{
}
void readMouseData()
{
}
void readKeyData()
{
}
bool Core::initJoystickLibrary(int numSticks)
{
#ifdef BBGE_BUILD_SDL2
SDL_InitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER);
#else
SDL_InitSubSystem(SDL_INIT_JOYSTICK);
#endif
if (numSticks > 0)
joystick.init(0);
joystickEnabled = true;
return true;
}
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;
ActionMapper::onUpdate(dt);
StateManager::onUpdate(dt);
core->mouse.lastPosition = core->mouse.position;
core->mouse.lastScrollWheel = core->mouse.scrollWheel;
readKeyData();
readMouseData();
readJoystickData();
pollEvents();
joystick.update(dt);
onMouseInput();
globalScale.update(dt);
core->globalScaleChanged();
if (afterEffectManager)
{
afterEffectManager->update(dt);
}
}
void Core::globalScaleChanged()
{
invGlobalScale = 1.0f/globalScale.x;
invGlobalScaleSqr = invGlobalScale * invGlobalScale;
}
Vector Core::getClearColor()
{
return clearColor;
}
void Core::setClearColor(const Vector &c)
{
clearColor = c;
glClearColor(c.x, c.y, c.z, 0.0);
}
void Core::setSDLGLAttributes()
{
std::ostringstream os;
os << "setting vsync: " << _vsync;
debugLog(os.str());
#ifndef BBGE_BUILD_SDL2
SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, _vsync);
#endif
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
}
#ifdef GLAPIENTRY
#undef GLAPIENTRY
#endif
#ifdef BBGE_BUILD_WINDOWS
#define GLAPIENTRY APIENTRY
#else
#define GLAPIENTRY
#endif
unsigned int Core::dbg_numRenderCalls = 0;
#ifdef BBGE_BUILD_OPENGL_DYNAMIC
#define GL_FUNC(ret,fn,params,call,rt) \
extern "C" { \
static ret (GLAPIENTRY *p##fn) params = NULL; \
ret GLAPIENTRY fn params { ++Core::dbg_numRenderCalls; rt p##fn call; } \
}
#include "OpenGLStubs.h"
#undef GL_FUNC
static bool lookup_glsym(const char *funcname, void **func)
{
*func = SDL_GL_GetProcAddress(funcname);
if (*func == NULL)
{
std::ostringstream os;
os << "Failed to find OpenGL symbol \"" << funcname << "\"\n";
errorLog(os.str());
return false;
}
return true;
}
static bool lookup_all_glsyms(void)
{
bool retval = true;
#define GL_FUNC(ret,fn,params,call,rt) \
if (!lookup_glsym(#fn, (void **) &p##fn)) retval = false;
#include "OpenGLStubs.h"
#undef GL_FUNC
return retval;
}
#endif
bool Core::initGraphicsLibrary(int width, int height, bool fullscreen, int vsync, int bpp, bool recreate)
{
static bool didOnce = false;
aspectX = width;
aspectY = height;
aspect = (aspectX/aspectY);
this->width = width;
this->height = height;
_vsync = vsync;
_fullscreen = fullscreen;
_bpp = bpp;
_hasFocus = false;
#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
#endif
if (recreate)
{
if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
{
exit_error(std::string("SDL Error: ") + std::string(SDL_GetError()));
}
#if BBGE_BUILD_OPENGL_DYNAMIC
if (SDL_GL_LoadLibrary(NULL) == -1)
{
std::string err = std::string("SDL_GL_LoadLibrary Error: ") + std::string(SDL_GetError());
SDL_Quit();
exit_error(err);
}
#endif
}
setWindowCaption(appName, appName);
initIcon();
// Create window
setSDLGLAttributes();
{
#ifdef BBGE_BUILD_SDL2
Uint32 flags = 0;
flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN;
if (fullscreen)
flags |= SDL_WINDOW_FULLSCREEN;
gScreen = SDL_CreateWindow(appName.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, flags);
if (gScreen == NULL)
{
std::ostringstream os;
os << "Couldn't set resolution [" << width << "x" << height << "]\n" << SDL_GetError();
errorLog(os.str());
SDL_Quit();
exit(0);
}
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);
}
#else
Uint32 flags = 0;
flags = SDL_OPENGL;
if (fullscreen)
flags |= SDL_FULLSCREEN;
gScreen = SDL_SetVideoMode(width, height, bpp, flags);
if (gScreen == NULL)
{
std::ostringstream os;
os << "Couldn't set resolution [" << width << "x" << height << "]\n" << SDL_GetError();
SDL_Quit();
exit_error(os.str());
}
#endif
#if BBGE_BUILD_OPENGL_DYNAMIC
if (!lookup_all_glsyms())
{
std::ostringstream os;
os << "Couldn't load OpenGL symbols we need\n";
SDL_Quit();
exit_error(os.str());
}
#endif
}
setWindowCaption(appName, appName);
#ifdef BBGE_BUILD_SDL2
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
SDL_GL_SwapWindow(gScreen);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
SDL_GL_SwapWindow(gScreen);
if ((_vsync != 1) || (SDL_GL_SetSwapInterval(-1) == -1))
SDL_GL_SetSwapInterval(_vsync);
const char *name = SDL_GetCurrentVideoDriver();
SDL_SetWindowGrab(gScreen, SDL_TRUE);
#else
SDL_WM_GrabInput(grabInputOnReentry==0 ? SDL_GRAB_OFF : SDL_GRAB_ON);
char name[256];
SDL_VideoDriverName((char*)name, 256);
#endif
glViewport(0, 0, width, height);
glScissor(0, 0, width, height);
std::ostringstream os2;
os2 << "Video Driver Name [" << name << "]";
debugLog(os2.str());
SDL_ShowCursor(SDL_DISABLE);
SDL_PumpEvents();
for (int i = 0; i < KEY_MAXARRAY; i++)
{
keys[i] = 0;
}
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background
glClearDepth(1.0); // Depth Buffer Setup
glDisable(GL_CULL_FACE);
glLoadIdentity();
glFinish();
setClearColor(clearColor);
clearBuffers();
showBuffer();
lib_graphics = true;
_hasFocus = true;
enumerateScreenModes();
if (!didOnce)
didOnce = true;
// init success
return true;
}
void Core::enumerateScreenModes()
{
screenModes.clear();
#ifdef BBGE_BUILD_SDL2
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(i, 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
}
void Core::shutdownSoundLibrary()
{
}
void Core::shutdownGraphicsLibrary(bool killVideo)
{
glFinish();
if (killVideo) {
#ifdef BBGE_BUILD_SDL2
SDL_SetWindowGrab(gScreen, SDL_FALSE);
SDL_GL_MakeCurrent(gScreen, NULL);
SDL_GL_DeleteContext(gGLctx);
SDL_DestroyWindow(gScreen);
gGLctx = 0;
SDL_QuitSubSystem(SDL_INIT_VIDEO);
#else
SDL_QuitSubSystem(SDL_INIT_VIDEO);
SDL_WM_GrabInput(SDL_GRAB_OFF);
#endif
FrameBuffer::resetOpenGL();
gScreen = 0;
#if BBGE_BUILD_OPENGL_DYNAMIC
// reset all the entry points to NULL, so we know exactly what happened
// if we call a GL function after shutdown.
#define GL_FUNC(ret,fn,params,call,rt) \
p##fn = NULL;
#include "OpenGLStubs.h"
#undef GL_FUNC
#endif
}
_hasFocus = false;
lib_graphics = false;
#ifdef BBGE_BUILD_WINDOWS
if (icon_windows)
{
::DestroyIcon(icon_windows);
icon_windows = 0;
}
#endif
}
void Core::quit()
{
enqueueJumpState("STATE_QUIT");
}
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
bool Core::createWindow(int width, int height, int bits, bool fullscreen, std::string windowTitle)
{
this->width = width;
this->height = height;
redBits = greenBits = blueBits = alphaBits = 0;
return true;
}
// 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());
vw2 = virtualWidth/2;
vh2 = virtualHeight/2;
center = Vector(baseVirtualWidth/2, baseVirtualHeight/2);
virtualOffX = 0;
virtualOffY = 0;
int diff = 0;
diff = virtualWidth-baseVirtualWidth;
if (diff > 0)
virtualOffX = ((virtualWidth-baseVirtualWidth)/2);
else
virtualOffX = 0;
diff = virtualHeight-baseVirtualHeight;
if (diff > 0)
virtualOffY = ((virtualHeight-baseVirtualHeight)/2);
else
virtualOffY = 0;
}
// forcePixelScale used by Celu
void Core::enable2DWide(int rx, int ry)
{
float aspect = float(rx) / float(ry);
if (aspect >= 1.3f)
{
int vw = int(float(baseVirtualHeight) * (float(rx)/float(ry)));
core->enable2D(vw, baseVirtualHeight, 1);
}
else
{
int vh = int(float(baseVirtualWidth) * (float(ry)/float(rx)));
core->enable2D(baseVirtualWidth, vh, 1);
}
}
static void bbgeOrtho2D(float left, float right, float bottom, float top)
{
glOrtho(left, right, bottom, top, -1.0, 1.0);
}
void Core::enable2D(int pixelScaleX, int pixelScaleY, bool forcePixelScale)
{
GLint viewPort[4];
glGetIntegerv(GL_VIEWPORT, viewPort);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
float vw=0,vh=0;
viewOffX = viewOffY = 0;
float aspect = float(width)/float(height);
if (aspect >= 1.4f)
{
vw = float(baseVirtualWidth * viewPort[3]) / float(baseVirtualHeight);
viewOffX = (viewPort[2] - vw) * 0.5f;
}
else if (aspect < 1.3f)
{
vh = float(baseVirtualHeight * viewPort[2]) / float(baseVirtualWidth);
viewOffY = (viewPort[3] - vh) * 0.5f;
}
bbgeOrtho2D(0.0f-viewOffX,viewPort[2]-viewOffX,viewPort[3]-viewOffY,0.0f-viewOffY);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
setupRenderPositionAndScale();
if (forcePixelScale || (pixelScaleX!=0 && core->width!=pixelScaleX) || (pixelScaleY!=0 && core->height!=pixelScaleY))
{
float widthFactor = core->width/float(pixelScaleX);
float heightFactor = core->height/float(pixelScaleY);
core->globalResolutionScale = Vector(widthFactor,heightFactor,1.0f);
setPixelScale(pixelScaleX, pixelScaleY);
}
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::setDockIcon(const std::string &ident)
{
}
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;
if (clearedGarbageFlag)
{
clearedGarbageFlag = false;
}
}
std::string Core::getEnqueuedJumpState()
{
return this->enqueuedJumpState;
}
int screenshotNum = 0;
std::string getScreenshotFilename()
{
while (true)
{
std::ostringstream os;
os << core->getUserDataFolder() << "/screenshots/screen" << screenshotNum << ".tga";
screenshotNum ++;
std::string str(os.str());
if (!core->exists(str)) // keep going until we hit an unused filename.
return str;
}
}
unsigned Core::getTicks()
{
return SDL_GetTicks();
return 0;
}
float Core::stopWatch(int d)
{
if (d)
{
stopWatchStartTime = getTicks()/1000.0f;
return stopWatchStartTime;
}
else
{
return (getTicks()/1000.0f) - stopWatchStartTime;
}
return 0;
}
bool Core::isWindowFocus()
{
#ifdef BBGE_BUILD_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::main(float runTime)
{
bool verbose = coreVerboseDebug;
if (verbose) debugLog("entered Core::main");
// cannot nest loops when the game is over
if (loopDone) return;
float dt;
float counter = 0;
int frames = 0;
#if (!defined(_DEBUG) || defined(BBGE_BUILD_UNIX)) && defined(BBGE_BUILD_SDL)
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 (verbose) debugLog("avgFPS");
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) && defined(BBGE_BUILD_SDL)
if (verbose) debugLog("checking window active");
if (lib_graphics && (wasInactive || !settings.runInBackground))
{
if (isWindowFocus())
{
_hasFocus = true;
if (wasInactive)
{
debugLog("WINDOW ACTIVE");
setReentryInputGrab(1);
wasInactive = false;
}
}
else
{
if (_hasFocus)
{
if (!wasInactive)
debugLog("WINDOW INACTIVE");
wasInactive = true;
_hasFocus = false;
setReentryInputGrab(0);
sound->pause();
core->joystick.rumble(0,0,0);
while (!isWindowFocus())
{
pollEvents();
onBackgroundUpdate();
resetTimer();
}
debugLog("app back in focus, reset");
// Don't do this on Linux, it's not necessary and causes big stalls.
// We don't actually _lose_ the device like Direct3D anyhow.
#ifndef BBGE_BUILD_UNIX
if (_fullscreen)
{
// calls reload device - reloadDevice()
resetGraphics(width, height);
}
#endif
resetTimer();
sound->resume();
resetTimer();
SDL_ShowCursor(SDL_DISABLE);
continue;
}
}
}
#endif
old_dt = dt;
if (verbose) debugLog("modify dt");
modifyDt(dt);
current_dt = dt;
if (verbose) debugLog("check runtime/quit");
if (quitNestedMainFlag)
{
quitNestedMainFlag = false;
break;
}
if (runTime>0)
{
runTime -= dt;
if (runTime < 0)
runTime = 0;
}
// UPDATE
if (verbose) debugLog("post processing fx update");
postProcessingFx.update(dt);
if (verbose) debugLog("update eventQueue");
eventQueue.update(dt);
if (verbose) debugLog("Update render objects");
updateRenderObjects(dt);
if (verbose) debugLog("Update particle manager");
if (particleManager)
particleManager->update(dt);
if (verbose) debugLog("sound update");
sound->update(dt);
if (verbose) debugLog("onUpdate");
onUpdate(dt);
if (nestedMains == 1)
clearGarbage();
if (loopDone)
break;
updateCullData();
dbg_numRenderCalls = 0;
if (settings.renderOn)
{
if (verbose) debugLog("dark layer prerender");
if (darkLayer.isUsed())
{
darkLayer.preRender();
}
if (verbose) debugLog("render");
render();
if (verbose) debugLog("showBuffer");
showBuffer();
BBGE_PROF(STOP);
if (verbose) debugLog("clearGarbage");
if (nestedMains == 1)
clearGarbage();
if (verbose) debugLog("frame counter");
frames++;
counter += dt;
if (counter > 1)
{
fps = frames;
frames = counter = 0;
}
}
sound->setListenerPos(screenCenter.x, screenCenter.y);
if (doScreenshot)
{
if (verbose) debugLog("screenshot");
doScreenshot = false;
saveScreenshotTGA(getScreenshotFilename());
prepScreen(0);
}
}
if (verbose) debugLog("bottom of function");
quitNestedMainFlag = false;
if (nestedMains==1)
clearGarbage();
nestedMains--;
if (verbose) debugLog("exit Core::main");
}
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*screenCapScale.x, globalScale.y*globalResolutionScale.y*screenCapScale.y, globalScale.z*globalResolutionScale.z);
glTranslatef(-(cameraPos.x+cameraOffset.x), -(cameraPos.y+cameraOffset.y), -(cameraPos.z+cameraOffset.z));
}
void Core::setupGlobalResolutionScale()
{
glScalef(globalResolutionScale.x, globalResolutionScale.y, globalResolutionScale.z);
}
void Core::initFrameBuffer()
{
frameBuffer.init(-1, -1, true);
}
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;
}
#if defined(BBGE_BUILD_SDL2)
typedef std::map<SDL_Keycode,int> sdlKeyMap;
#else
typedef std::map<SDLKey,int> sdlKeyMap;
#endif
static sdlKeyMap *initSDLKeymap(void)
{
sdlKeyMap *_retval = new sdlKeyMap;
sdlKeyMap &retval = *_retval;
#define SETKEYMAP(gamekey,sdlkey) retval[sdlkey] = gamekey
#ifdef BBGE_BUILD_SDL2
SETKEYMAP(KEY_LSUPER, SDLK_LGUI);
SETKEYMAP(KEY_RSUPER, SDLK_RGUI);
SETKEYMAP(KEY_LMETA, SDLK_LGUI);
SETKEYMAP(KEY_RMETA, SDLK_RGUI);
SETKEYMAP(KEY_PRINTSCREEN, SDLK_PRINTSCREEN);
SETKEYMAP(KEY_NUMPAD1, SDLK_KP_1);
SETKEYMAP(KEY_NUMPAD2, SDLK_KP_2);
SETKEYMAP(KEY_NUMPAD3, SDLK_KP_3);
SETKEYMAP(KEY_NUMPAD4, SDLK_KP_4);
SETKEYMAP(KEY_NUMPAD5, SDLK_KP_5);
SETKEYMAP(KEY_NUMPAD6, SDLK_KP_6);
SETKEYMAP(KEY_NUMPAD7, SDLK_KP_7);
SETKEYMAP(KEY_NUMPAD8, SDLK_KP_8);
SETKEYMAP(KEY_NUMPAD9, SDLK_KP_9);
SETKEYMAP(KEY_NUMPAD0, SDLK_KP_0);
#else
SETKEYMAP(KEY_LSUPER, SDLK_LSUPER);
SETKEYMAP(KEY_RSUPER, SDLK_RSUPER);
SETKEYMAP(KEY_LMETA, SDLK_LMETA);
SETKEYMAP(KEY_RMETA, SDLK_RMETA);
SETKEYMAP(KEY_PRINTSCREEN, SDLK_PRINT);
SETKEYMAP(KEY_NUMPAD1, SDLK_KP1);
SETKEYMAP(KEY_NUMPAD2, SDLK_KP2);
SETKEYMAP(KEY_NUMPAD3, SDLK_KP3);
SETKEYMAP(KEY_NUMPAD4, SDLK_KP4);
SETKEYMAP(KEY_NUMPAD5, SDLK_KP5);
SETKEYMAP(KEY_NUMPAD6, SDLK_KP6);
SETKEYMAP(KEY_NUMPAD7, SDLK_KP7);
SETKEYMAP(KEY_NUMPAD8, SDLK_KP8);
SETKEYMAP(KEY_NUMPAD9, SDLK_KP9);
SETKEYMAP(KEY_NUMPAD0, SDLK_KP0);
#endif
SETKEYMAP(KEY_BACKSPACE, SDLK_BACKSPACE);
SETKEYMAP(KEY_LALT, SDLK_LALT);
SETKEYMAP(KEY_RALT, SDLK_RALT);
SETKEYMAP(KEY_LSHIFT, SDLK_LSHIFT);
SETKEYMAP(KEY_RSHIFT, SDLK_RSHIFT);
SETKEYMAP(KEY_LCONTROL, SDLK_LCTRL);
SETKEYMAP(KEY_RCONTROL, SDLK_RCTRL);
SETKEYMAP(KEY_NUMPADMINUS, SDLK_KP_MINUS);
SETKEYMAP(KEY_NUMPADPERIOD, SDLK_KP_PERIOD);
SETKEYMAP(KEY_NUMPADPLUS, SDLK_KP_PLUS);
SETKEYMAP(KEY_NUMPADSLASH, SDLK_KP_DIVIDE);
SETKEYMAP(KEY_NUMPADSTAR, SDLK_KP_MULTIPLY);
SETKEYMAP(KEY_PGDN, SDLK_PAGEDOWN);
SETKEYMAP(KEY_PGUP, SDLK_PAGEUP);
SETKEYMAP(KEY_APOSTROPHE, SDLK_QUOTE);
SETKEYMAP(KEY_EQUALS, SDLK_EQUALS);
SETKEYMAP(KEY_SEMICOLON, SDLK_SEMICOLON);
SETKEYMAP(KEY_LBRACKET, SDLK_LEFTBRACKET);
SETKEYMAP(KEY_RBRACKET, SDLK_RIGHTBRACKET);
SETKEYMAP(KEY_TILDE, SDLK_BACKQUOTE);
SETKEYMAP(KEY_0, SDLK_0);
SETKEYMAP(KEY_1, SDLK_1);
SETKEYMAP(KEY_2, SDLK_2);
SETKEYMAP(KEY_3, SDLK_3);
SETKEYMAP(KEY_4, SDLK_4);
SETKEYMAP(KEY_5, SDLK_5);
SETKEYMAP(KEY_6, SDLK_6);
SETKEYMAP(KEY_7, SDLK_7);
SETKEYMAP(KEY_8, SDLK_8);
SETKEYMAP(KEY_9, SDLK_9);
SETKEYMAP(KEY_A, SDLK_a);
SETKEYMAP(KEY_B, SDLK_b);
SETKEYMAP(KEY_C, SDLK_c);
SETKEYMAP(KEY_D, SDLK_d);
SETKEYMAP(KEY_E, SDLK_e);
SETKEYMAP(KEY_F, SDLK_f);
SETKEYMAP(KEY_G, SDLK_g);
SETKEYMAP(KEY_H, SDLK_h);
SETKEYMAP(KEY_I, SDLK_i);
SETKEYMAP(KEY_J, SDLK_j);
SETKEYMAP(KEY_K, SDLK_k);
SETKEYMAP(KEY_L, SDLK_l);
SETKEYMAP(KEY_M, SDLK_m);
SETKEYMAP(KEY_N, SDLK_n);
SETKEYMAP(KEY_O, SDLK_o);
SETKEYMAP(KEY_P, SDLK_p);
SETKEYMAP(KEY_Q, SDLK_q);
SETKEYMAP(KEY_R, SDLK_r);
SETKEYMAP(KEY_S, SDLK_s);
SETKEYMAP(KEY_T, SDLK_t);
SETKEYMAP(KEY_U, SDLK_u);
SETKEYMAP(KEY_V, SDLK_v);
SETKEYMAP(KEY_W, SDLK_w);
SETKEYMAP(KEY_X, SDLK_x);
SETKEYMAP(KEY_Y, SDLK_y);
SETKEYMAP(KEY_Z, SDLK_z);
SETKEYMAP(KEY_LEFT, SDLK_LEFT);
SETKEYMAP(KEY_RIGHT, SDLK_RIGHT);
SETKEYMAP(KEY_UP, SDLK_UP);
SETKEYMAP(KEY_DOWN, SDLK_DOWN);
SETKEYMAP(KEY_DELETE, SDLK_DELETE);
SETKEYMAP(KEY_SPACE, SDLK_SPACE);
SETKEYMAP(KEY_RETURN, SDLK_RETURN);
SETKEYMAP(KEY_PERIOD, SDLK_PERIOD);
SETKEYMAP(KEY_MINUS, SDLK_MINUS);
SETKEYMAP(KEY_CAPSLOCK, SDLK_CAPSLOCK);
SETKEYMAP(KEY_SYSRQ, SDLK_SYSREQ);
SETKEYMAP(KEY_TAB, SDLK_TAB);
SETKEYMAP(KEY_HOME, SDLK_HOME);
SETKEYMAP(KEY_END, SDLK_END);
SETKEYMAP(KEY_COMMA, SDLK_COMMA);
SETKEYMAP(KEY_SLASH, SDLK_SLASH);
SETKEYMAP(KEY_F1, SDLK_F1);
SETKEYMAP(KEY_F2, SDLK_F2);
SETKEYMAP(KEY_F3, SDLK_F3);
SETKEYMAP(KEY_F4, SDLK_F4);
SETKEYMAP(KEY_F5, SDLK_F5);
SETKEYMAP(KEY_F6, SDLK_F6);
SETKEYMAP(KEY_F7, SDLK_F7);
SETKEYMAP(KEY_F8, SDLK_F8);
SETKEYMAP(KEY_F9, SDLK_F9);
SETKEYMAP(KEY_F10, SDLK_F10);
SETKEYMAP(KEY_F11, SDLK_F11);
SETKEYMAP(KEY_F12, SDLK_F12);
SETKEYMAP(KEY_F13, SDLK_F13);
SETKEYMAP(KEY_F14, SDLK_F14);
SETKEYMAP(KEY_F15, SDLK_F15);
SETKEYMAP(KEY_ESCAPE, SDLK_ESCAPE);
#undef SETKEYMAP
return _retval;
}
#if defined(BBGE_BUILD_SDL2)
static int mapSDLKeyToGameKey(const SDL_Keycode val)
#else
static int mapSDLKeyToGameKey(const SDLKey val)
#endif
{
static sdlKeyMap *keymap = NULL;
if (keymap == NULL)
keymap = initSDLKeymap();
return (*keymap)[val];
}
void Core::pollEvents()
{
bool warpMouse=false;
if (updateMouse)
{
int x, y;
Uint8 mousestate = SDL_GetMouseState(&x,&y);
if (mouse.buttonsEnabled)
{
mouse.buttons.left = mousestate & SDL_BUTTON(1)?DOWN:UP;
mouse.buttons.right = mousestate & SDL_BUTTON(3)?DOWN:UP;
mouse.buttons.middle = mousestate & SDL_BUTTON(2)?DOWN:UP;
mouse.pure_buttons = mouse.buttons;
if (flipMouseButtons)
{
std::swap(mouse.buttons.left, mouse.buttons.right);
}
}
else
{
mouse.buttons.left = mouse.buttons.right = mouse.buttons.middle = UP;
}
mouse.scrollWheelChange = 0;
mouse.change = Vector(0,0);
}
SDL_Event event;
while ( SDL_PollEvent (&event) ) {
switch (event.type) {
case SDL_KEYDOWN:
{
#if __APPLE__
#if 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))
{
grabInputOnReentry = (grabInputOnReentry)?0:-1;
setReentryInputGrab(1);
}
else if (_hasFocus)
{
keys[mapSDLKeyToGameKey(event.key.keysym.sym)] = 1;
}
}
break;
case SDL_KEYUP:
{
if (_hasFocus)
{
keys[mapSDLKeyToGameKey(event.key.keysym.sym)] = 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:
{
if (event.window.event == SDL_WINDOWEVENT_CLOSE)
{
SDL_Quit();
_exit(0);
}
}
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;
#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);
}
}
}
#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) {
joystick.shutdown();
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("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
void Core::instantQuit()
{
SDL_Event event;
event.type = SDL_QUIT;
SDL_PushEvent(&event);
}
bool Core::exists(const std::string &filename)
{
return ::exists(filename, false); // defined in Base.cpp
}
CountedPtr<Texture> 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<Texture> Core::doTextureAdd(const std::string &texture, const std::string &loadName, std::string internalTextureName)
{
if (texture.empty() || !ISPATHROOT(texture))
{
if (texture.find(baseTextureDirectory) != std::string::npos)
internalTextureName = internalTextureName.substr(baseTextureDirectory.size(), internalTextureName.size());
}
if (internalTextureName.size() > 4)
{
if (internalTextureName[internalTextureName.size()-4] == '.')
{
internalTextureName = internalTextureName.substr(0, internalTextureName.size()-4);
}
}
stringToLowerUserData(internalTextureName);
CountedPtr<Texture> 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<Texture> Core::addTexture(const std::string &textureName)
{
BBGE_PROF(Core_addTexture);
if (textureName.empty())
return NULL;
CountedPtr<Texture> 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<Texture*> 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 (RenderObjectList::iterator i = garbage.begin(); i != garbage.end(); i++)
{
removeRenderObject(*i, DO_NOT_DESTROY_RENDER_OBJECT);
(*i)->destroy();
}
for (RenderObjectList::iterator i = garbage.begin(); i != garbage.end(); i++)
{
deleteRenderObjectMemory(*i);
}
garbage.clear();
}
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 char *imageData;
unsigned int size = sizeof(unsigned char) * w * h * 4;
imageData = new unsigned char[size];
glPushAttrib(GL_ALL_ATTRIB_BITS);
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST); glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST); glDisable(GL_DITHER); glDisable(GL_FOG);
glDisable(GL_LIGHTING); glDisable(GL_LOGIC_OP);
glDisable(GL_STENCIL_TEST); glDisable(GL_TEXTURE_1D);
glDisable(GL_TEXTURE_2D); glPixelTransferi(GL_MAP_COLOR, GL_FALSE);
glPixelTransferi(GL_RED_SCALE, 1); glPixelTransferi(GL_RED_BIAS, 0);
glPixelTransferi(GL_GREEN_SCALE, 1); glPixelTransferi(GL_GREEN_BIAS, 0);
glPixelTransferi(GL_BLUE_SCALE, 1); glPixelTransferi(GL_BLUE_BIAS, 0);
glPixelTransferi(GL_ALPHA_SCALE, 1); glPixelTransferi(GL_ALPHA_BIAS, 0);
glRasterPos2i(0, 0);
glReadPixels(x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid*)imageData);
glPopAttrib();
// Force all alpha values to 255.
unsigned char *c = imageData;
for (int x = 0; x < w; x++)
{
for (int y = 0; y < h; y++, c += 4)
{
c[3] = 255;
}
}
return imageData;
}
// Like grabScreenshot(), but grab from the center of the screen.
unsigned char *Core::grabCenteredScreenshot(int w, int h)
{
return grabScreenshot(core->width/2 - w/2, core->height/2 - h/2, w, h);
}
// takes a screen shot and saves it to a TGA image
int Core::saveScreenshotTGA(const std::string &filename)
{
int w = getWindowWidth(), h = getWindowHeight();
unsigned char *imageData = grabCenteredScreenshot(w, h);
return tgaSave(filename.c_str(),w,h,32,imageData);
}
void Core::saveCenteredScreenshotTGA(const std::string &filename, int sz)
{
int w=sz, h=sz;
int hsm = (w * 3.0f) / 4.0f;
unsigned char *imageData = grabCenteredScreenshot(w, hsm);
int imageDataSize = sizeof(unsigned char) * w * hsm * 4;
int tgaImageSize = sizeof(unsigned char) * w * h * 4;
unsigned char *tgaImage = new unsigned char[tgaImageSize];
memcpy(tgaImage, imageData, imageDataSize);
memset(tgaImage + imageDataSize, 0, tgaImageSize - imageDataSize);
delete[] imageData;
int savebits = 32;
tgaSave(filename.c_str(),w,h,savebits,tgaImage);
}
void Core::saveSizedScreenshotTGA(const std::string &filename, int sz, int crop34)
{
debugLog("saveSizedScreenshot");
int w, h;
unsigned char *imageData;
w = sz;
h = sz;
float fsz = (float)sz;
unsigned int size = sizeof(unsigned char) * w * h * 3;
imageData = (unsigned char *)malloc(size);
float wbit = fsz;
float hbit = ((fsz)*(3.0f/4.0f));
int width = core->width-1;
int height = core->height-1;
int diff = 0;
if (crop34)
{
width = int((core->height*4.0f)/3.0f);
diff = (core->width - width)/2;
width--;
}
float zx = wbit/(float)width;
float zy = hbit/(float)height;
float copyw = w*(1/zx);
float copyh = h*(1/zy);
std::ostringstream os;
os << "wbit: " << wbit << " hbit: " << hbit << std::endl;
os << "zx: " << zx << " zy: " << zy << std::endl;
os << "w: " << w << " h: " << h << std::endl;
os << "width: " << width << " height: " << height << std::endl;
os << "copyw: " << copyw << " copyh: " << copyh << std::endl;
debugLog(os.str());
glRasterPos2i(0, 0);
debugLog("pixel zoom");
glPixelZoom(zx,zy);
glFlush();
glPixelZoom(1,1);
debugLog("copy pixels");
glCopyPixels(diff, 0, width, height, GL_COLOR);
glFlush();
debugLog("read pixels");
glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid*)imageData);
glFlush();
int savebits = 24;
debugLog("saving bpp");
tgaSave(filename.c_str(),w,h,savebits,imageData);
debugLog("pop");
debugLog("done");
}
void Core::save64x64ScreenshotTGA(const std::string &filename)
{
int w, h;
unsigned char *imageData;
// compute width and heidth of the image
//w = xmax - xmin;
//h = ymax - ymin;
w = 64;
h = 64;
// allocate memory for the pixels
imageData = (unsigned char *)malloc(sizeof(unsigned char) * w * h * 4);
// read the pixels from the frame buffer
//glReadPixels(xmin,ymin,xmax,ymax,GL_RGBA,GL_UNSIGNED_BYTE, (GLvoid *)imageData);
glPixelZoom(64.0f/(float)getVirtualWidth(), 48.0f/(float)getVirtualHeight());
glCopyPixels(0, 0, getVirtualWidth(), getVirtualHeight(), GL_COLOR);
glReadPixels(0,0,64,64,GL_RGBA,GL_UNSIGNED_BYTE, (GLvoid *)imageData);
unsigned char *c = imageData;
for (int x=0; x < w; x++)
{
for (int y=0; y< h; y++)
{
c += 3;
(*c) = 255;
c ++;
}
}
// save the image
tgaSave(filename.c_str(),64,64,32,imageData);
glPixelZoom(1,1);
}
// saves an array of pixels as a TGA image (frees the image data passed in)
int 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 == NULL) {
delete [] imageData;
return (int)false;
}
// compute image type: 2 for RGB(A), 3 for greyscale
mode = pixelDepth / 8;
if ((pixelDepth == 24) || (pixelDepth == 32))
type = 2;
else
type = 3;
// write the header
if (fwrite(&cGarbage, sizeof(unsigned char), 1, file) != 1
|| fwrite(&cGarbage, sizeof(unsigned char), 1, file) != 1
|| fwrite(&type, sizeof(unsigned char), 1, file) != 1
|| fwrite(&iGarbage, sizeof(short int), 1, file) != 1
|| fwrite(&iGarbage, sizeof(short int), 1, file) != 1
|| fwrite(&cGarbage, sizeof(unsigned char), 1, file) != 1
|| fwrite(&iGarbage, sizeof(short int), 1, file) != 1
|| fwrite(&iGarbage, sizeof(short int), 1, file) != 1
|| fwrite(&width, sizeof(short int), 1, file) != 1
|| fwrite(&height, sizeof(short int), 1, file) != 1
|| fwrite(&pixelDepth, sizeof(unsigned char), 1, file) != 1
|| fwrite(&cGarbage, sizeof(unsigned char), 1, file) != 1)
{
fclose(file);
delete [] imageData;
return (int)false;
}
// convert the image data from RGB(A) to BGR(A)
if (mode >= 3)
for (i=0; i < width * height * mode ; i+= mode) {
aux = imageData[i];
imageData[i] = imageData[i+2];
imageData[i+2] = aux;
}
// save the image data
if (fwrite(imageData, sizeof(unsigned char),
width * height * mode, file) != width * height * mode)
{
fclose(file);
delete [] imageData;
return (int)false;
}
fclose(file);
delete [] imageData;
return (int)true;
}
// saves a series of files with names "filenameX"
int Core::tgaSaveSeries(char *filename,
short int width,
short int height,
unsigned char pixelDepth,
unsigned char *imageData) {
char *newFilename;
int status;
// compute the new filename by adding the
// series number and the extension
newFilename = (char *)malloc(sizeof(char) * strlen(filename)+8);
sprintf(newFilename,"%s%d",filename,numSavedScreenshots);
// save the image
status = tgaSave(newFilename,width,height,pixelDepth,imageData);
//increase the counter
if (status == (int)true)
numSavedScreenshots++;
free(newFilename);
return(status);
}
void Core::screenshot()
{
doScreenshot = true;
}
#include "DeflateCompressor.h"
// saves an array of pixels as a TGA image (frees the image data passed in)
int Core::zgaSave( const char *filename,
short 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) {
delete [] imageData;
return (int)false;
}
// compute image type: 2 for RGB(A), 3 for greyscale
mode = pixelDepth / 8;
if ((pixelDepth == 24) || (pixelDepth == 32))
type = 2;
else
type = 3;
// convert the image data from RGB(A) to BGR(A)
if (mode >= 3)
for (int i=0; i < width * height * mode ; i+= mode) {
aux = imageData[i];
imageData[i] = imageData[i+2];
imageData[i+2] = aux;
}
ZlibCompressor z;
z.SetForceCompression(true);
z.reserve(width * height * mode + 30);
z << cGarbage
<< cGarbage
<< type
<< iGarbage
<< iGarbage
<< cGarbage
<< iGarbage
<< iGarbage
<< width
<< height
<< pixelDepth
<< cGarbage;
z.append(imageData, width * height * mode);
z.Compress(3);
// save the image data
if (fwrite(z.contents(), 1, z.size(), file) != z.size())
{
fclose(file);
delete [] imageData;
return (int)false;
}
fclose(file);
delete [] imageData;
return (int)true;
}
#include "ttvfs_zip/VFSZipArchiveLoader.h"
void Core::setupFileAccess()
{
#ifdef BBGE_BUILD_VFS
debugLog("Init VFS...");
if(!ttvfs::checkCompat())
exit_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;
std::map<unsigned char, unsigned char> trans;
while(in)
{
in >> low >> up;
trans[low[0]] = up[0];
}
initCharTranslationTables(trans);
}