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Aquaria/BBGE/Core.cpp
fgenesis 70b8e69402 remove last traces of GL_BLEND/glBlendFunc() manipulation
everything goes through RenderState now
some calls are left in FTGL but properly invalidated afterwards
2024-01-11 23:05:47 +01:00

2255 lines
45 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, true);
if(afterEffectManager)
afterEffectManager->updateDevice();
TexCoordBox defaultTC;
defaultTC.setStandard();
defaultQuadGrid.init(2, 2, defaultTC);
defautQuadBorder.initQuadVertices(defaultTC, GPUACCESS_DEFAULT);
}
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;
afterEffectManagerLayer = 0;
renderObjectLayers.resize(1);
invGlobalScale = 1.0;
invGlobalScaleSqr = 1.0;
renderObjectCount = 0;
processedRenderObjectCount = 0;
totalRenderObjectCount = 0;
avgFPS.resize(1);
minimized = false;
shuttingDown = false;
nestedMains = 0;
afterEffectManager = 0;
loopDone = false;
core = this;
for (int i = 0; i < KEY_MAXARRAY; i++)
{
keys[i] = 0;
}
globalResolutionScale = globalScale = Vector(1,1,1);
initRenderObjectLayers(numRenderLayers);
initPlatform(filesystem);
texmgr.spawnThreads(3);
}
void Core::initPlatform(const std::string &filesystem)
{
#if defined(BBGE_BUILD_MACOSX) && !defined(BBGE_BUILD_MACOSX_NOBUNDLEPATH)
// FIXME: filesystem not handled
CFBundleRef mainBundle = CFBundleGetMainBundle();
CFURLRef resourcesURL = CFBundleCopyBundleURL(mainBundle);
char path[PATH_MAX];
if (!CFURLGetFileSystemRepresentation(resourcesURL, TRUE, (UInt8 *)path, PATH_MAX))
{
// error!
errorLog("Core::initPlatform: CFURLGetFileSystemRepresentation error");
}
CFRelease(resourcesURL);
debugLog(path);
chdir(path);
#elif defined(BBGE_BUILD_UNIX)
if (!filesystem.empty())
{
if (chdir(filesystem.c_str()) == 0)
return;
else
errorLog("Core::initPlatform: Failed to chdir to filesystem path " + filesystem);
}
#ifdef BBGE_DATA_PREFIX
if (chdir(BBGE_DATA_PREFIX) == 0 && chdir(appName.c_str()) == 0)
return;
else
errorLog("Core::initPlatform: Failed to chdir to filesystem path " BBGE_DATA_PREFIX + appName);
#endif
char path[PATH_MAX];
// always a symlink to this process's binary, on modern Linux systems.
const ssize_t rc = readlink("/proc/self/exe", path, sizeof (path));
if ( (rc == -1) || (rc >= (ssize_t) sizeof (path)) )
{
// error!
errorLog("Core::initPlatform: readlink error");
}
else
{
path[rc] = '\0';
char *ptr = strrchr(path, '/');
if (ptr != NULL)
{
*ptr = '\0';
debugLog(path);
if (chdir(path) != 0)
errorLog("Core::initPlatform: Failed to chdir to executable path" + std::string(path));
}
}
#endif
#ifdef BBGE_BUILD_WINDOWS
if(filesystem.length())
{
if(_chdir(filesystem.c_str()) != 0)
{
errorLog("chdir failed: " + filesystem);
}
}
// FIXME: filesystem not handled
#endif
}
std::string Core::getPreferencesFolder()
{
#ifdef BBGE_BUILD_UNIX
return userDataFolder + "/preferences";
#endif
#ifdef BBGE_BUILD_WINDOWS
return "";
#endif
}
std::string Core::getUserDataFolder()
{
return userDataFolder;
}
std::string Core::getDebugLogPath()
{
return debugLogPath;
}
Core::~Core()
{
clearActionButtons();
if (particleManager)
{
delete particleManager;
}
if (sound)
{
delete sound;
sound = 0;
}
debugLog("~Core()");
_logOut.close();
core = 0;
}
void Core::updateInputGrab()
{
// Can and MUST always ungrab if window is not in focus
const bool on = grabInput && isWindowFocus();
window->setGrabInput(on);
}
void Core::setInputGrab(bool on)
{
grabInput = on;
updateInputGrab();
}
bool Core::isFullscreen()
{
return window->isFullscreen();
}
bool Core::isDesktopResolution()
{
return window->isDesktopResolution();
}
int Core::getDisplayIndex()
{
return window->getDisplayIndex();
}
int Core::getRefreshRate()
{
return window->getRefreshRate();
}
bool Core::isShuttingDown()
{
return shuttingDown;
}
void Core::init()
{
setupFileAccess();
// Don't want to use SDL_INIT_EVERYTHING, in case future changes to SDL add any flags.
// Ie. At some point SDL2 added a sensors subsystem, which may cause SDL_Init() to fail
// due to win10 group policies that forbid sensor usage. Probably similar things on OSX.
unsigned sdlflags = SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_JOYSTICK;
quitNestedMainFlag = false;
#if SDL_VERSION_ATLEAST(2,0,0)
// Haptic is inited separately, in Jostick.cpp, when a joystick is actually plugged in
sdlflags |= SDL_INIT_GAMECONTROLLER;
#else
// Disable relative mouse motion at the edges of the screen, which breaks
// mouse control for absolute input devices like Wacom tablets and touchscreens.
SDL_putenv((char *) "SDL_MOUSE_RELATIVE=0");
#endif
if((SDL_Init(sdlflags))==-1)
{
std::string msg("Failed to init SDL: ");
msg.append(SDL_GetError());
exit_error(msg);
}
loopDone = false;
initLocalization();
}
void Core::initRenderObjectLayers(int num)
{
renderObjectLayers.resize(num);
renderObjectLayerOrder.resize(num);
for (int i = 0; i < num; i++)
{
renderObjectLayerOrder[i] = i;
}
}
bool Core::initSoundLibrary(const std::string &defaultDevice)
{
debugLog("Creating SoundManager");
sound = new SoundManager(defaultDevice);
debugLog("Done");
return sound != 0;
}
Vector Core::getGameCursorPosition()
{
return getGamePosition(mouse.position);
}
Vector Core::getGamePosition(const Vector &v)
{
return cameraPos + (v * invGlobalScale);
}
bool Core::getMouseButtonState(int m)
{
int mcode=m;
switch(m)
{
case 0: mcode=1; break;
case 1: mcode=3; break;
case 2: mcode=2; break;
}
Uint8 mousestate = SDL_GetMouseState(0,0);
return mousestate & SDL_BUTTON(mcode);
return false;
}
bool Core::getKeyState(int k)
{
assert(k < KEY_MAXARRAY);
return k > 0 && k < KEY_MAXARRAY ? keys[k] : 0;
}
void Core::initJoystickLibrary()
{
#if !SDL_VERSION_ATLEAST(2,0,0)
detectJoysticks();
#endif
joystickEnabled = true;
}
void Core::clearJoysticks()
{
for(size_t i = 0; i < joysticks.size(); ++i)
delete joysticks[i];
joysticks.clear();
}
// Only used for SDL 1.2 code path.
// SDL2 automatically fires joystick added events upon startup
void Core::detectJoysticks()
{
clearJoysticks();
std::ostringstream os;
const unsigned n = SDL_NumJoysticks();
os << "Found [" << n << "] joysticks";
debugLog(os.str());
joysticks.reserve(n);
for(unsigned i = 0; i < n; ++i)
{
Joystick *j = new Joystick;
if(j->init(i))
joysticks.push_back(j);
else
delete j;
}
}
bool Core::initInputLibrary()
{
mouse.position = Vector(getWindowWidth()/2, getWindowHeight()/2);
for (int i = 0; i < KEY_MAXARRAY; i++)
{
keys[i] = 0;
}
return true;
}
void Core::onUpdate(float dt)
{
if (minimized) return;
pollEvents(dt);
ActionMapper::onUpdate(dt);
StateManager::onUpdate(dt);
onMouseInput();
globalScale.update(dt);
globalScaleChanged();
if (afterEffectManager)
{
afterEffectManager->update(dt);
}
}
void Core::globalScaleChanged()
{
invGlobalScale = 1.0f/globalScale.x;
invGlobalScaleSqr = invGlobalScale * invGlobalScale;
}
void Core::setClearColor(const Vector &c)
{
glClearColor(c.x, c.y, c.z, 0.0);
clearColor = c;
}
void Core::initGraphicsLibrary(int width, int height, bool fullscreen, bool vsync, int bpp, int display, int hz)
{
if(!window)
window = new CoreWindow;
window->open(width, height, fullscreen, bpp, vsync, display, hz);
window->setTitle(appName.c_str());
// get GL symbols AFTER opening the window, otherwise we get a super old GL context on windows and nothing works
if (!lookup_all_glsyms())
{
std::ostringstream os;
os << "Couldn't load OpenGL symbols we need\n";
SDL_Quit();
exit_error(os.str());
}
debugLog("GL vendor, renderer & version:");
debugLog((const char*)glGetString(GL_VENDOR));
debugLog((const char*)glGetString(GL_RENDERER));
debugLog((const char*)glGetString(GL_VERSION));
DynamicGPUBuffer::StaticInit();
enumerateScreenModes(window->getDisplayIndex());
window->updateSize();
cacheRender(); // Clears the window bg to black early; prevents flickering
lib_graphics = true;
}
void Core::enumerateScreenModesIfNecessary(int display /* = -1 */)
{
if(display == -1)
{
#if SDL_VERSION_ATLEAST(2,0,0)
if(window)
display = window->getDisplayIndex();
else
#endif
display = 0;
}
if(_lastEnumeratedDisplayIndex == display)
return;
enumerateScreenModes(display);
}
void Core::enumerateScreenModes(int display)
{
_lastEnumeratedDisplayIndex = display;
screenModes.clear();
#if SDL_VERSION_ATLEAST(2,0,0)
screenModes.push_back(ScreenMode(0, 0, 0)); // "Desktop" screen mode
SDL_DisplayMode mode;
const int modecount = SDL_GetNumDisplayModes(display);
if(modecount == 0){
debugLog("No modes available!");
return;
}
for (int i = 0; i < modecount; i++) {
SDL_GetDisplayMode(display, i, &mode);
if (mode.w && mode.h && (mode.w > mode.h))
{
// In order to prevent cluttering the list of supported screen modes,
// only record the one per resolution with the highest refresh rate
bool add = true;
for(size_t k = 0; k < screenModes.size(); ++k)
if(screenModes[k].x == mode.w && screenModes[k].y == mode.h)
{
add = false;
if(screenModes[k].hz < mode.refresh_rate)
{
screenModes[k].hz = mode.refresh_rate;
break;
}
}
if(add)
screenModes.push_back(ScreenMode(mode.w, mode.h, mode.refresh_rate));
}
}
#else
SDL_Rect **modes;
int i;
modes=SDL_ListModes(NULL, SDL_FULLSCREEN|SDL_HWSURFACE);
if(modes == (SDL_Rect **)0){
debugLog("No modes available!");
return;
}
if(modes == (SDL_Rect **)-1){
debugLog("All resolutions available.");
}
else{
int c=0;
for(i=0;modes[i];++i){
c++;
}
for (i=c-1;i>=0;i--)
{
if (modes[i]->w > modes[i]->h)
{
screenModes.push_back(ScreenMode(i, modes[i]->w, modes[i]->h));
}
}
}
#endif
std::ostringstream os;
os << "Screen modes available: " << screenModes.size();
debugLog(os.str());
}
void Core::shutdownSoundLibrary()
{
}
void Core::shutdownGraphicsLibrary()
{
setInputGrab(false);
glFinish();
delete window;
window = NULL;
SDL_QuitSubSystem(SDL_INIT_VIDEO);
unload_all_glsyms();
lib_graphics = false;
destroyIcon();
}
void Core::quit()
{
enqueueJumpState("STATE_QUIT");
}
void Core::applyState(const std::string &state)
{
if (nocasecmp(state, "state_quit")==0)
{
loopDone = true;
}
StateManager::applyState(state);
}
void Core::setPixelScale(int pixelScaleX, int pixelScaleY)
{
virtualWidth = pixelScaleX;
virtualHeight = pixelScaleY; //assumes 4:3 aspect ratio
this->baseCullRadius = 1.1f * sqrtf(sqr(getVirtualWidth()/2) + sqr(getVirtualHeight()/2));
std::ostringstream os;
os << "virtual(" << virtualWidth << ", " << virtualHeight << ")";
debugLog(os.str());
center = Vector(baseVirtualWidth/2, baseVirtualHeight/2);
int diffw = virtualWidth-baseVirtualWidth;
if (diffw > 0)
virtualOffX = ((virtualWidth-baseVirtualWidth)/2);
else
virtualOffX = 0;
int diffh = virtualHeight-baseVirtualHeight;
if (diffh > 0)
virtualOffY = ((virtualHeight-baseVirtualHeight)/2);
else
virtualOffY = 0;
}
void Core::enable2DWide(int rx, int ry)
{
float aspect = float(rx) / float(ry);
if (aspect >= 1.3f)
{
int vw = int(float(baseVirtualHeight) * (float(rx)/float(ry)));
enable2D(vw, baseVirtualHeight);
}
else
{
int vh = int(float(baseVirtualWidth) * (float(ry)/float(rx)));
enable2D(baseVirtualWidth, vh);
}
}
static void bbgeOrtho2D(float left, float right, float bottom, float top)
{
glOrtho(left, right, bottom, top, -1.0, 1.0);
}
void Core::enable2D(int pixelScaleX, int pixelScaleY)
{
assert(pixelScaleX && pixelScaleY);
GLint viewPort[4];
glGetIntegerv(GL_VIEWPORT, viewPort);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
float vw=0,vh=0;
int viewOffX = 0;
int viewOffY = 0;
float aspect = float(width)/float(height);
if (aspect >= 1.4f)
{
vw = float(baseVirtualWidth * viewPort[3]) / float(baseVirtualHeight);
viewOffX = (viewPort[2] - vw) * 0.5f;
}
else if (aspect < 1.3f)
{
vh = float(baseVirtualHeight * viewPort[2]) / float(baseVirtualWidth);
viewOffY = (viewPort[3] - vh) * 0.5f;
}
bbgeOrtho2D(0.0f-viewOffX,viewPort[2]-viewOffX,viewPort[3]-viewOffY,0.0f-viewOffY);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
setupRenderPositionAndScale();
float widthFactor = width/float(pixelScaleX);
float heightFactor = height/float(pixelScaleY);
globalResolutionScale = Vector(widthFactor,heightFactor,1.0f);
setPixelScale(pixelScaleX, pixelScaleY);
}
void Core::quitNestedMain()
{
if (getNestedMains() > 1)
{
quitNestedMainFlag = true;
}
}
void Core::resetTimer()
{
nowTicks = thenTicks = SDL_GetTicks();
for (size_t i = 0; i < avgFPS.size(); i++)
{
avgFPS[i] = 0;
}
}
void Core::setMousePosition(const Vector &p)
{
int ix, iy;
virtualCoordsToPixelPos(ix, iy, p);
SDL_Event ev = { sdlUserMouseEventID };
ev.motion.x = ix;
ev.motion.y = iy;
ev.motion.xrel = 0;
ev.motion.yrel = 0;
ev.motion.state = 0;
SDL_PushEvent(&ev);
window->warpMouse(ix, iy);
ev.motion.state = 1;
SDL_PushEvent(&ev);
}
// used to update all render objects either uniformly or as part of a time sliced update process
void Core::updateRenderObjects(float dt)
{
for (size_t c = 0; c < renderObjectLayers.size(); c++)
{
RenderObjectLayer *rl = &renderObjectLayers[c];
if (!rl->update)
continue;
for (RenderObject *r = rl->getFirst(); r; r = rl->getNext())
{
r->update(dt);
}
}
if (loopDone)
return;
}
std::string Core::getEnqueuedJumpState()
{
return this->enqueuedJumpState;
}
static int screenshotNum = 0;
static std::string getScreenshotFilename(bool png)
{
std::string prefix = core->getUserDataFolder() + "/screenshots/screen";
std::string ext = png ? ".png" : ".tga";
while (true)
{
std::ostringstream os;
os << prefix << screenshotNum << ext;
screenshotNum ++;
std::string str(os.str());
if (!exists(str)) // keep going until we hit an unused filename.
return str;
}
}
unsigned Core::getTicks()
{
return SDL_GetTicks();
}
bool Core::isWindowFocus()
{
return window->hasInputFocus();
}
void Core::onBackgroundUpdate()
{
SDL_Delay(200);
}
void Core::run(float runTime)
{
// cannot nest loops when the game is over
if (loopDone) return;
float dt;
float counter = 0;
int frames = 0;
#if !defined(_DEBUG)
bool wasInactive = false;
#endif
nowTicks = thenTicks = SDL_GetTicks();
nestedMains++;
while((runTime == -1 && !loopDone) || (runTime >0))
{
nowTicks = SDL_GetTicks();
dt = (nowTicks-thenTicks)/1000.0;
thenTicks = nowTicks;
if (!avgFPS.empty())
{
size_t i = 0;
for (i = avgFPS.size()-1; i > 0; i--)
{
avgFPS[i] = avgFPS[i-1];
}
avgFPS[0] = dt;
float c=0;
int n = 0;
for (i = 0; i < avgFPS.size(); i++)
{
if (avgFPS[i] > 0)
{
c += avgFPS[i];
n ++;
}
}
if (n > 0)
{
c /= n;
dt = c;
}
}
#if !defined(_DEBUG)
if (lib_graphics && (wasInactive || !settings.runInBackground))
{
if (isWindowFocus())
{
if (wasInactive)
{
debugLog("WINDOW ACTIVE");
updateInputGrab();
wasInactive = false;
}
}
else
{
if (!wasInactive)
debugLog("WINDOW INACTIVE");
wasInactive = true;
updateInputGrab();
sound->pause();
while (!isWindowFocus())
{
pollEvents(dt);
onBackgroundUpdate();
resetTimer();
}
debugLog("app back in focus");
resetTimer();
sound->resume();
resetTimer();
SDL_ShowCursor(SDL_DISABLE);
continue;
}
}
#endif
old_dt = dt;
modifyDt(dt);
current_dt = dt;
if (quitNestedMainFlag)
{
quitNestedMainFlag = false;
break;
}
if (runTime>0)
{
runTime -= dt;
if (runTime < 0)
runTime = 0;
}
updateRenderObjects(dt);
if (particleManager)
particleManager->update(dt);
if(sound)
sound->update(dt);
onUpdate(dt);
if (nestedMains == 1)
clearGarbage();
if (loopDone)
break;
updateCullData();
g_dbg_numRenderCalls = 0;
if (settings.renderOn)
{
if (darkLayer.isUsed())
{
darkLayer.preRender();
}
render();
showBuffer();
if (nestedMains == 1)
clearGarbage();
frames++;
counter += dt;
if (counter > 1)
{
fps = frames;
frames = counter = 0;
}
}
sound->setListenerPos(screenCenter.x, screenCenter.y);
if (doScreenshot)
{
doScreenshot = false;
const bool png = true;
saveScreenshot(getScreenshotFilename(png), png);
prepScreen(0);
resetTimer();
}
}
quitNestedMainFlag = false;
if (nestedMains==1)
clearGarbage();
nestedMains--;
}
void Core::clearBuffers()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
}
void Core::setupRenderPositionAndScale()
{
glScalef(globalScale.x*globalResolutionScale.x, globalScale.y*globalResolutionScale.y, globalScale.z*globalResolutionScale.z);
glTranslatef(-(cameraPos.x+cameraOffset.x), -(cameraPos.y+cameraOffset.y), -(cameraPos.z+cameraOffset.z));
}
void Core::setMouseConstraint(bool on)
{
mouseConstraint = on;
}
void Core::setMouseConstraintCircle(const Vector& pos, float circle)
{
mouseConstraint = true;
mouseCircle = circle;
mouseConstraintCenter = pos;
mouseConstraintCenter.z = 0;
}
int Core::getVirtualOffX() const
{
return virtualOffX;
}
int Core::getVirtualOffY() const
{
return virtualOffY;
}
void Core::centerMouse()
{
setMousePosition(Vector((virtualWidth/2) - getVirtualOffX(), virtualHeight/2));
}
bool Core::doMouseConstraint()
{
if (mouseConstraint)
{
Vector h = mouseConstraintCenter;
Vector d = mouse.position - h;
if (!d.isLength2DIn(mouseCircle + 1)) // Only move mouse if it'll actually move (works around issues in SDL > 2.0.20)
{
d.setLength2D(mouseCircle);
mouse.position = h+d;
return true;
}
}
return false;
}
Vector Core::pixelPosToVirtualCoords(int x, int y) const
{
const float mx = float(virtualWidth)/float(getWindowWidth());
const float my = float(virtualHeight)/float(getWindowHeight());
return Vector(
(x * mx) - getVirtualOffX(),
y * my
);
}
void Core::virtualCoordsToPixelPos(int& x, int& y, const Vector& p) const
{
const float px = p.x + getVirtualOffX();
const float py = p.y;
x = px * (float(getWindowWidth())/float(virtualWidth));
y = py * (float(getWindowHeight())/float(virtualHeight));
}
void Core::onEvent(const SDL_Event& event)
{
const bool focus = window->hasFocus();
if(event.type == sdlUserMouseEventID)
{
mouse._enableMotionEvents = !!event.motion.state;
if(event.motion.state) // If 1, the generated mouse move is done and the rest is true mouse events
{
// We just set the position, so lets make sure that this mouse move isn't picked up
// as a relative change, ie. there was no actual user mouse move.
// There may be regular mouse move events after this one, which will be picked up normally.
mouse.lastPosition = pixelPosToVirtualCoords(event.motion.x, event.motion.y);
goto motion; // All the needed data are there, use this like a regular motion event
}
return;
}
switch (event.type)
{
case SDL_KEYDOWN:
{
if ((event.key.keysym.sym == SDLK_g) && (event.key.keysym.mod & KMOD_CTRL))
{
setInputGrab(!grabInput);
}
else if (focus)
{
#if SDL_VERSION_ATLEAST(2,0,0)
unsigned kidx = event.key.keysym.scancode;
#else
unsigned kidx = event.key.keysym.sym;
#endif
if(kidx < KEY_MAXARRAY)
keys[kidx] = 1;
}
}
break;
case SDL_KEYUP:
{
if (focus)
{
#if SDL_VERSION_ATLEAST(2,0,0)
unsigned kidx = event.key.keysym.scancode;
#else
unsigned kidx = event.key.keysym.sym;
#endif
if(kidx < KEY_MAXARRAY)
keys[kidx] = 0;
}
}
break;
// This event is also sent when SDL sets the mouse position!
// Since there's no way to distinguish the generated event from a true "user moved the mouse" event,
// sdlUserMouseEventID (above) is used to guard a generated motion event.
case SDL_MOUSEMOTION:
{
if (focus && mouse._enableMotionEvents)
{
motion:
mouse.position = pixelPosToVirtualCoords(event.motion.x, event.motion.y);
mouse._wasMoved = true;
}
}
break;
#if SDL_VERSION_ATLEAST(2,0,0)
case SDL_MOUSEWHEEL:
{
if (focus)
{
if (event.wheel.y > 0)
mouse.scrollWheelChange = 1;
else if (event.wheel.y < 0)
mouse.scrollWheelChange = -1;
}
}
break;
case SDL_JOYDEVICEADDED:
onJoystickAdded(event.jdevice.which);
break;
case SDL_JOYDEVICEREMOVED:
onJoystickRemoved(event.jdevice.which);
break;
#else
case SDL_MOUSEBUTTONDOWN:
{
if (focus)
{
switch(event.button.button)
{
case 4:
mouse.scrollWheelChange = 1;
break;
case 5:
mouse.scrollWheelChange = -1;
break;
}
}
}
break;
case SDL_MOUSEBUTTONUP:
{
if (focus)
{
switch(event.button.button)
{
case 4:
mouse.scrollWheelChange = 1;
break;
case 5:
mouse.scrollWheelChange = -1;
break;
}
}
}
break;
#endif
}
}
void Core::pollEvents(float dt)
{
int x, y;
unsigned mousestate = SDL_GetMouseState(&x,&y);
if (mouse.buttonsEnabled)
{
mouse.buttons.left = mousestate & SDL_BUTTON(1)?DOWN:UP;
mouse.buttons.right = mousestate & SDL_BUTTON(3)?DOWN:UP;
mouse.buttons.middle = mousestate & SDL_BUTTON(2)?DOWN:UP;
for(unsigned i = 0; i < mouseExtraButtons; ++i)
mouse.buttons.extra[i] = mousestate & SDL_BUTTON(3+i)?DOWN:UP;
mouse.pure_buttons = mouse.buttons;
mouse.rawButtonMask = mousestate;
if (flipMouseButtons)
{
std::swap(mouse.buttons.left, mouse.buttons.right);
}
}
else
{
mouse.buttons.left = mouse.buttons.right = mouse.buttons.middle = UP;
}
mouse.scrollWheelChange = 0;
mouse.lastPosition = mouse.position;
mouse.change = Vector(0, 0);
mouse._wasMoved = false;
// This polls SDL events and causes Core::onEvent() to be called,
// which also updates mouse position etc
window->handleInput();
if(mouse._wasMoved)
{
if(doMouseConstraint())
setMousePosition(mouse.position);
mouse.change = mouse.position - mouse.lastPosition;
}
for(size_t i = 0; i < joysticks.size(); ++i)
if(joysticks[i])
joysticks[i]->update(dt);
// all input done; update button states
updateActionButtons();
}
#define _VLN(x, y, x2, y2) glVertex2f(x, y); glVertex2f(x2, y2);
void Core::print(int x, int y, const char *str, float sz)
{
glBindTexture(GL_TEXTURE_2D, 0);
glPushMatrix();
float xx = x;
glTranslatef(x, y-0.5f*sz, 0);
x = y = 0;
xx = 0;
int c=0;
glLineWidth(1);
glScalef(sz*0.75f, sz, 1);
glBegin(GL_LINES);
while (str[c] != '\0')
{
switch(toupper(str[c]))
{
case '_':
_VLN(xx, y+1, xx+1, y+1)
break;
case '-':
_VLN(xx, y+0.5f, xx+1, y+0.5f)
break;
case '~':
_VLN(xx, y+0.5f, xx+0.25f, y+0.4f)
_VLN(xx+0.25f, y+0.4f, xx+0.75f, y+0.6f)
_VLN(xx+0.75f, y+0.6f, xx+1, y+0.5f)
break;
case 'A':
_VLN(xx, y, xx+1, y)
_VLN(xx+1, y, xx+1, y+1)
_VLN(xx, y, xx, y+1)
_VLN(xx, y+0.5f, xx+1, y+0.5f)
break;
case 'B':
_VLN(xx, y, xx+1, y)
_VLN(xx+1, y, xx+1, y+1)
_VLN(xx, y, xx, y+1)
_VLN(xx, y+0.5f, xx+1, y+0.5f)
_VLN(xx, y+1, xx+1, y+1)
break;
case 'C':
_VLN(xx, y, xx+1, y)
_VLN(xx, y, xx, y+1)
_VLN(xx, y+1, xx+1, y+1)
break;
case 'D':
_VLN(xx, y, xx+1, y+0.2f)
_VLN(xx, y, xx, y+1)
_VLN(xx, y+1, xx+1, y+1)
_VLN(xx+1, y+0.2f, xx+1, y+1)
break;
case 'E':
_VLN(xx, y, xx+1, y)
_VLN(xx, y, xx, y+1)
_VLN(xx, y+0.5f, xx+1, y+0.5f)
_VLN(xx, y+1, xx+1, y+1)
break;
case 'F':
_VLN(xx, y, xx+1, y)
_VLN(xx, y, xx, y+1)
_VLN(xx, y+0.5f, xx+1, y+0.5f)
break;
case 'G':
_VLN(xx, y, xx+1, y)
_VLN(xx, y, xx, y+1)
_VLN(xx, y+1, xx+1, y+1)
_VLN(xx+1, y+0.5f, xx+1, y+1)
break;
case 'H':
_VLN(xx, y, xx, y+1)
_VLN(xx, y+0.5f, xx+1, y+0.5f)
_VLN(xx+1, y, xx+1, y+1)
break;
case 'I':
_VLN(xx+0.5f, y, xx+0.5f, y+1)
_VLN(xx, y, xx+1, y)
_VLN(xx, y+1, xx+1, y+1)
break;
case 'J':
_VLN(xx+1, y, xx+1, y+1)
_VLN(xx, y, xx+1, y)
_VLN(xx, y+1, xx+1, y+1)
_VLN(xx, y+1, xx, y+0.75f)
break;
case 'K':
_VLN(xx, y, xx, y+1)
_VLN(xx, y+0.25f, xx+1, y)
_VLN(xx, y+0.25f, xx+1, y+1)
break;
case 'L':
_VLN(xx, y, xx, y+1)
_VLN(xx, y+1, xx+1, y+1)
break;
case 'M':
_VLN(xx, y, xx, y+1)
_VLN(xx+1, y, xx+1, y+1)
_VLN(xx, y, xx+0.5f, y+0.5f)
_VLN(xx+1, y, xx+0.5f, y+0.5f)
break;
case 'N':
_VLN(xx, y, xx, y+1)
_VLN(xx+1, y, xx+1, y+1)
_VLN(xx, y, xx+1, y+1)
break;
case 'O':
_VLN(xx, y, xx, y+1)
_VLN(xx+1, y, xx+1, y+1)
_VLN(xx, y+1, xx+1, y+1)
_VLN(xx, y, xx+1, y)
break;
case 'P':
_VLN(xx, y, xx+1, y)
_VLN(xx, y, xx, y+1)
_VLN(xx, y+0.5f, xx+1, y+0.5f)
_VLN(xx+1, y+0.5f, xx+1, y)
break;
case 'Q':
_VLN(xx, y, xx, y+1)
_VLN(xx+1, y, xx+1, y+1)
_VLN(xx, y+1, xx+1, y+1)
_VLN(xx, y, xx+1, y)
_VLN(xx, y+0.5f, xx+1.25f, y+1.25f)
break;
case 'R':
_VLN(xx, y, xx+1, y)
_VLN(xx, y, xx, y+1)
_VLN(xx, y+0.5f, xx+1, y+0.5f)
_VLN(xx+1, y+0.5f, xx+1, y)
_VLN(xx, y+0.5f, xx+1, y+1)
break;
case 'S':
_VLN(xx, y, xx+1, y)
_VLN(xx, y, xx, y+0.5f)
_VLN(xx, y+0.5f, xx+1, y+0.5f)
_VLN(xx+1, y+0.5f, xx+1, y+1)
_VLN(xx, y+1, xx+1, y+1)
break;
case 'T':
_VLN(xx, y, xx+1, y)
_VLN(xx+0.5f, y, xx+0.5f, y+1)
break;
case 'U':
_VLN(xx, y+1, xx+1, y+1)
_VLN(xx, y, xx, y+1)
_VLN(xx+1, y, xx+1, y+1)
break;
case 'V':
_VLN(xx, y, xx+0.5f, y+1)
_VLN(xx+1, y, xx+0.5f, y+1)
break;
case 'W':
_VLN(xx, y, xx+0.25f, y+1)
_VLN(xx+0.25f, y+1, xx+0.5f, y+0.5f)
_VLN(xx+0.5f, y+0.5f, xx+0.75f, y+1)
_VLN(xx+1, y, xx+0.75f, y+1)
break;
case 'X':
_VLN(xx, y, xx+1, y+1)
_VLN(xx+1, y, xx, y+1)
break;
case 'Y':
_VLN(xx, y, xx+0.5f, y+0.5f)
_VLN(xx+1, y, xx+0.5f, y+0.5f)
_VLN(xx+0.5f, y+0.5f, xx+0.5f, y+1)
break;
case 'Z':
_VLN(xx, y, xx+1, y)
_VLN(xx, y+1, xx+1, y)
_VLN(xx, y+1, xx+1, y+1)
break;
case '1':
_VLN(xx+0.5f, y, xx+0.5f, y+1)
_VLN(xx, y+1, xx+1, y+1)
_VLN(xx+0.5f, y, xx+0.25f, y+0.25f)
break;
case '2':
_VLN(xx, y, xx+1, y)
_VLN(xx+1, y, xx+1, y+0.5f)
_VLN(xx+1, y+0.5f, xx, y+0.5f)
_VLN(xx, y+0.5f, xx, y+1)
_VLN(xx, y+1, xx+1, y+1)
break;
case '3':
_VLN(xx, y, xx+1, y)
_VLN(xx, y+1, xx+1, y+1)
_VLN(xx, y+0.5f, xx+1, y+0.5f)
_VLN(xx+1, y, xx+1, y+1)
break;
case '4':
_VLN(xx+1, y, xx+1, y+1)
_VLN(xx+1, y, xx, y+0.5f)
_VLN(xx, y+0.5f, xx+1, y+0.5f)
break;
case '5':
_VLN(xx, y, xx+1, y)
_VLN(xx, y, xx, y+0.5f)
_VLN(xx+1, y+0.5f, xx, y+0.5f)
_VLN(xx+1, y+0.5f, xx+1, y+1)
_VLN(xx, y+1, xx+1, y+1)
break;
case '6':
_VLN(xx, y, xx+1, y)
_VLN(xx, y, xx, y+1)
_VLN(xx+1, y+0.5f, xx, y+0.5f)
_VLN(xx+1, y+0.5f, xx+1, y+1)
_VLN(xx, y+1, xx+1, y+1)
break;
case '7':
_VLN(xx+1, y, xx+0.5f, y+1)
_VLN(xx, y, xx+1, y)
break;
case '8':
_VLN(xx, y, xx+1, y)
_VLN(xx+1, y, xx+1, y+1)
_VLN(xx, y, xx, y+1)
_VLN(xx, y+0.5f, xx+1, y+0.5f)
_VLN(xx, y+1, xx+1, y+1)
break;
case '9':
_VLN(xx, y, xx+1, y)
_VLN(xx+1, y, xx+1, y+1)
_VLN(xx, y+0.5f, xx+1, y+0.5f)
_VLN(xx, y+0.5f, xx, y)
break;
case '0':
_VLN(xx, y, xx, y+1)
_VLN(xx+1, y, xx+1, y+1)
_VLN(xx, y+1, xx+1, y+1)
_VLN(xx, y, xx+1, y)
_VLN(xx, y, xx+1, y+1)
break;
case '.':
_VLN(xx+0.4f, y+1, xx+0.6f, y+1)
break;
case ',':
_VLN(xx+0.5f, y+0.75f, xx+0.5f, y+1.0f);
_VLN(xx+0.5f, y+1.0f, xx+0.2f, y+1.25f);
break;
case ' ':
break;
case '(':
case '[':
_VLN(xx, y, xx, y+1);
_VLN(xx, y, xx+0.25f, y);
_VLN(xx, y+1, xx+0.25f, y+1);
break;
case ')':
case ']':
_VLN(xx+1, y, xx+1, y+1);
_VLN(xx+1, y, xx+0.75f, y);
_VLN(xx+1, y+1, xx+0.75f, y+1);
break;
case ':':
_VLN(xx+0.5f, y, xx+0.5f, y+0.25f);
_VLN(xx+0.5f, y+0.75f, xx+0.5f, y+1);
break;
case '/':
_VLN(xx, y+1, xx+1, y);
break;
default:
break;
}
c++;
xx += 1.4f;
}
glEnd();
glPopMatrix();
}
void Core::cacheRender()
{
render();
// what if the screen was full white? then you wouldn't want to clear buffers
//clearBuffers();
showBuffer();
resetTimer();
}
void Core::updateCullData()
{
cullRadius = baseCullRadius * invGlobalScale;
cullRadiusSqr = cullRadius * cullRadius;
screenCenter = cullCenter = cameraPos + Vector(400.0f*invGlobalScale,300.0f*invGlobalScale);
}
void Core::render(int startLayer, int endLayer, bool useFrameBufferIfAvail)
{
renderObjectCount = 0;
processedRenderObjectCount = 0;
totalRenderObjectCount = 0;
globalScaleChanged();
if (minimized) return;
onRender();
RenderObject::lastTextureApplied = 0;
updateCullData();
// TODO: this could be done in parallel
for (size_t i = 0; i < renderObjectLayers.size(); ++i)
{
if(renderObjectLayers[i].visible)
renderObjectLayers[i].prepareRender();
}
glBindTexture(GL_TEXTURE_2D, 0);
glLoadIdentity(); // Reset The View
clearBuffers();
if (afterEffectManager && frameBuffer.isInited() && useFrameBufferIfAvail)
{
frameBuffer.startCapture();
}
setupRenderPositionAndScale();
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;
if (darkLayer.isUsed() )
{
if (i == darkLayer.getRenderLayer())
{
darkLayer.render(rs);
}
if (i == darkLayer.getLayer() && startLayer != i)
{
continue;
}
}
if (afterEffectManager /*&& afterEffectManager->active*/ && i == afterEffectManagerLayer)
{
afterEffectManager->render(rs);
}
RenderObjectLayer *r = &renderObjectLayers[i];
if(!r->visible)
continue;
r->render(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();
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;
}