mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-29 03:33:48 +00:00
2234 lines
44 KiB
C++
2234 lines
44 KiB
C++
/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "Core.h"
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#include "Texture.h"
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#include "Image.h"
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#include "AfterEffect.h"
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#include "Particles.h"
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#include "GLLoad.h"
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#include "RenderBase.h"
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#include "Window.h"
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#include <time.h>
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#include <iostream>
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#include <fstream>
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#ifdef BBGE_BUILD_UNIX
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#include <limits.h>
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#include <sys/stat.h>
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#include <sys/types.h>
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#include <unistd.h>
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#endif
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#include <assert.h>
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#if __APPLE__
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#include <Carbon/Carbon.h>
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#endif
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#if BBGE_BUILD_WINDOWS
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#include <direct.h>
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#endif
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#ifdef BBGE_BUILD_VFS
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#include "ttvfs.h"
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#endif
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#include "ttvfs_stdio.h"
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Core *core = 0;
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static std::ofstream _logOut;
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CoreWindow::~CoreWindow()
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{
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}
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void CoreWindow::onResize(unsigned w, unsigned h)
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{
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core->updateWindowDrawSize(w, h);
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}
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void CoreWindow::onQuit()
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{
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// smooth
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//core->quitNestedMain();
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//core->quit();
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// instant
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SDL_Quit();
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_exit(0);
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}
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void CoreWindow::onEvent(const SDL_Event& ev)
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{
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core->onEvent(ev);
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}
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void Core::resetCamera()
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{
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cameraPos = Vector(0,0);
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}
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ParticleEffect* Core::createParticleEffect(const std::string &name, const Vector &position, int layer, float rotz)
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{
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ParticleEffect *e = new ParticleEffect();
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e->load(name);
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e->position = position;
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e->start();
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e->setDie(true);
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e->rotation.z = rotz;
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core->getTopStateData()->addRenderObject(e, layer);
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return e;
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}
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void Core::unloadDevice()
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{
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for (size_t i = 0; i < renderObjectLayers.size(); i++)
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{
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RenderObjectLayer *r = &renderObjectLayers[i];
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RenderObject *robj = r->getFirst();
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while (robj)
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{
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robj->unloadDevice();
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robj = r->getNext();
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}
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}
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frameBuffer.unloadDevice();
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if (afterEffectManager)
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afterEffectManager->unloadDevice();
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}
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void Core::reloadDevice()
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{
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for (size_t i = 0; i < renderObjectLayers.size(); i++)
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{
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RenderObjectLayer *r = &renderObjectLayers[i];
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r->reloadDevice();
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RenderObject *robj = r->getFirst();
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while (robj)
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{
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robj->reloadDevice();
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robj = r->getNext();
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}
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}
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frameBuffer.reloadDevice();
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if (afterEffectManager)
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afterEffectManager->reloadDevice();
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}
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void Core::setup_opengl()
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{
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glViewport(0, 0, width, height);
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SDL_ShowCursor(SDL_DISABLE);
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glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
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glClearDepth(1.0); // Depth Buffer Setup
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glDisable(GL_CULL_FACE);
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glLoadIdentity();
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setClearColor(clearColor);
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frameBuffer.init(-1, -1, true);
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if(afterEffectManager)
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afterEffectManager->updateDevice();
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}
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void Core::resizeWindow(int w, int h, int full, int bpp, int vsync, int display, int hz)
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{
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window->open(w, h, full, bpp, vsync, display, hz);
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window->updateSize();
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}
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void Core::updateWindowDrawSize(int w, int h)
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{
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width = w;
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height = h;
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setup_opengl();
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enable2DWide(w, h);
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reloadDevice();
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resetTimer();
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}
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void Core::onWindowResize(int w, int h)
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{
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updateWindowDrawSize(w, h);
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bool reloadRes = false;
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#if !SDL_VERSION_ATLEAST(2,0,0)
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reloadRes = true; // SDL1.2 loses the GL context on resize, so all resources must be reloaded
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#endif
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if(reloadRes)
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{
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unloadResources();
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reloadResources();
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resetTimer();
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}
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updateWindowDrawSize(w, h);
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}
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void Core::setFullscreen(bool full)
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{
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//sound->pause();
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window->setFullscreen(full);
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cacheRender();
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resetTimer();
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//sound->resume();
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}
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RenderObjectLayer *Core::getRenderObjectLayer(int i)
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{
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if (i == LR_NONE)
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return 0;
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return &renderObjectLayers[i];
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}
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bool Core::getShiftState()
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{
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return getKeyState(KEY_LSHIFT) || getKeyState(KEY_RSHIFT);
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}
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bool Core::getAltState()
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{
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return getKeyState(KEY_LALT) || getKeyState(KEY_RALT);
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}
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bool Core::getCtrlState()
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{
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return getKeyState(KEY_LCONTROL) || getKeyState(KEY_RCONTROL);
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}
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void Core::_errorLog(const std::string &s)
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{
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messageBox("Error!", s);
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this->_debugLog(s);
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}
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void Core::messageBox(const std::string &title, const std::string &msg)
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{
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::messageBox(title, msg);
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}
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void Core::_debugLog(const std::string &s)
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{
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if (debugLogActive)
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{
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_logOut << s << std::endl;
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}
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#if !defined(_DEBUG)
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if(debugOutputActive)
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#endif
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std::cout << s << std::endl;
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}
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static bool checkWritable(const std::string& path, bool warn, bool critical)
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{
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bool writeable = false;
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std::string f = path + "/~chk_wrt.tmp";
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FILE *fh = fopen(f.c_str(), "w");
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if(fh)
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{
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writeable = fwrite("abcdef", 5, 1, fh) == 1;
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fclose(fh);
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unlink(f.c_str());
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}
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if(!writeable)
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{
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if(warn)
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{
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std::ostringstream os;
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os << "Trying to use \"" << path << "\" as user data path, but it is not writeable.\n"
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<< "Please make sure the game is allowed to write to that directory.\n"
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<< "You can move the game to another location and run it there,\n"
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<< "or try running it as administrator, that may help as well.";
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if(critical)
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os << "\n\nWill now exit.";
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errorLog(os.str());
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}
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if(critical)
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exit(1);
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}
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return writeable;
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}
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Core::Core(const std::string &filesystem, const std::string& extraDataDir, int numRenderLayers, const std::string &appName, int particleSize, std::string userDataSubFolder)
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: ActionMapper(), StateManager(), appName(appName)
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{
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window = NULL;
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sound = NULL;
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_extraDataDir = extraDataDir;
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sdlUserMouseEventID = SDL_RegisterEvents(1);
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if (userDataSubFolder.empty())
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userDataSubFolder = appName;
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#if defined(BBGE_BUILD_UNIX)
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const char *envr = getenv("HOME");
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if (envr == NULL)
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envr = "."; // oh well.
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const std::string home(envr);
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createDir(home); // just in case.
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// "/home/icculus/.Aquaria" or something. Spaces are okay.
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#ifdef BBGE_BUILD_MACOSX
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const std::string prefix("Library/Application Support/");
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#else
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const std::string prefix(".");
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#endif
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userDataFolder = home + "/" + prefix + userDataSubFolder;
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createDir(userDataFolder);
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debugLogPath = userDataFolder + "/";
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createDir(userDataFolder + "/screenshots");
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std::string prefpath(getPreferencesFolder());
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createDir(prefpath);
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#else
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debugLogPath = "";
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userDataFolder = ".";
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#ifdef BBGE_BUILD_WINDOWS
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{
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if(checkWritable(userDataFolder, true, true)) // working dir?
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{
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puts("Using working directory as user directory.");
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}
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// TODO: we may want to use a user-specific path under windows as well
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// if the code below gets actually used, pass 2x false to checkWritable() above.
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// not sure about this right now -- FG
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/*else
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{
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puts("Working directory is not writable...");
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char pathbuf[MAX_PATH];
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if(SHGetSpecialFolderPathA(NULL, &pathbuf[0], CSIDL_APPDATA, 0))
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{
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userDataFolder = pathbuf;
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userDataFolder += '/';
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userDataFolder += userDataSubFolder;
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for(uint32 i = 0; i < userDataFolder.length(); ++i)
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if(userDataFolder[i] == '\\')
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userDataFolder[i] = '/';
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debugLogPath = userDataFolder + "/";
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puts(("Using \"" + userDataFolder + "\" as user directory.").c_str());
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createDir(userDataFolder);
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checkWritable(userDataFolder, true, true);
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}
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else
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puts("Failed to retrieve appdata path, using working dir."); // too bad, but can't do anything about it
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}
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*/
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}
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#endif
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#endif
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_logOut.open((debugLogPath + "debug.log").c_str());
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debugLogActive = true;
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debugOutputActive = false;
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grabInput = false;
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srand(time(NULL));
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old_dt = 0;
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current_dt = 0;
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virtualOffX = virtualOffY = 0;
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particleManager = new ParticleManager(particleSize);
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nowTicks = thenTicks = 0;
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lib_graphics = lib_sound = lib_input = false;
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mouseConstraint = false;
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mouseCircle = 0;
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particlesPaused = false;
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joystickAsMouse = false;
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flipMouseButtons = 0;
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joystickEnabled = false;
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doScreenshot = false;
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baseCullRadius = 1;
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width = height = 0;
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_lastEnumeratedDisplayIndex = -1;
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afterEffectManagerLayer = 0;
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renderObjectLayers.resize(1);
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invGlobalScale = 1.0;
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invGlobalScaleSqr = 1.0;
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renderObjectCount = 0;
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processedRenderObjectCount = 0;
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totalRenderObjectCount = 0;
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avgFPS.resize(1);
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minimized = false;
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shuttingDown = false;
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nestedMains = 0;
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afterEffectManager = 0;
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loopDone = false;
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core = this;
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for (int i = 0; i < KEY_MAXARRAY; i++)
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{
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keys[i] = 0;
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}
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globalResolutionScale = globalScale = Vector(1,1,1);
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initRenderObjectLayers(numRenderLayers);
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initPlatform(filesystem);
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texmgr.spawnThreads(3);
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}
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void Core::initPlatform(const std::string &filesystem)
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{
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#if defined(BBGE_BUILD_MACOSX) && !defined(BBGE_BUILD_MACOSX_NOBUNDLEPATH)
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// FIXME: filesystem not handled
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CFBundleRef mainBundle = CFBundleGetMainBundle();
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CFURLRef resourcesURL = CFBundleCopyBundleURL(mainBundle);
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char path[PATH_MAX];
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if (!CFURLGetFileSystemRepresentation(resourcesURL, TRUE, (UInt8 *)path, PATH_MAX))
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{
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// error!
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errorLog("Core::initPlatform: CFURLGetFileSystemRepresentation error");
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}
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CFRelease(resourcesURL);
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debugLog(path);
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chdir(path);
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#elif defined(BBGE_BUILD_UNIX)
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if (!filesystem.empty())
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{
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if (chdir(filesystem.c_str()) == 0)
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return;
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else
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errorLog("Core::initPlatform: Failed to chdir to filesystem path " + filesystem);
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}
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#ifdef BBGE_DATA_PREFIX
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if (chdir(BBGE_DATA_PREFIX) == 0 && chdir(appName.c_str()) == 0)
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return;
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else
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errorLog("Core::initPlatform: Failed to chdir to filesystem path " BBGE_DATA_PREFIX + appName);
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#endif
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char path[PATH_MAX];
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// always a symlink to this process's binary, on modern Linux systems.
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const ssize_t rc = readlink("/proc/self/exe", path, sizeof (path));
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if ( (rc == -1) || (rc >= (ssize_t) sizeof (path)) )
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{
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// error!
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errorLog("Core::initPlatform: readlink error");
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}
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else
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{
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path[rc] = '\0';
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char *ptr = strrchr(path, '/');
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if (ptr != NULL)
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{
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*ptr = '\0';
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debugLog(path);
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if (chdir(path) != 0)
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errorLog("Core::initPlatform: Failed to chdir to executable path" + std::string(path));
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}
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}
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#endif
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#ifdef BBGE_BUILD_WINDOWS
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if(filesystem.length())
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{
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if(_chdir(filesystem.c_str()) != 0)
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{
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errorLog("chdir failed: " + filesystem);
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}
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}
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// FIXME: filesystem not handled
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#endif
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}
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std::string Core::getPreferencesFolder()
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{
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#ifdef BBGE_BUILD_UNIX
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return userDataFolder + "/preferences";
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#endif
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#ifdef BBGE_BUILD_WINDOWS
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return "";
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#endif
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}
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std::string Core::getUserDataFolder()
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{
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return userDataFolder;
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}
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std::string Core::getDebugLogPath()
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{
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return debugLogPath;
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}
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Core::~Core()
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{
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clearActionButtons();
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if (particleManager)
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{
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delete particleManager;
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}
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if (sound)
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{
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delete sound;
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sound = 0;
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}
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debugLog("~Core()");
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_logOut.close();
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core = 0;
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}
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void Core::updateInputGrab()
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{
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// Can and MUST always ungrab if window is not in focus
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const bool on = grabInput && isWindowFocus();
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window->setGrabInput(on);
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}
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void Core::setInputGrab(bool on)
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{
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grabInput = on;
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updateInputGrab();
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}
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bool Core::isFullscreen()
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{
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return window->isFullscreen();
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}
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bool Core::isDesktopResolution()
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{
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return window->isDesktopResolution();
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}
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int Core::getDisplayIndex()
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{
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return window->getDisplayIndex();
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}
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int Core::getRefreshRate()
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{
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return window->getRefreshRate();
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}
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bool Core::isShuttingDown()
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{
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return shuttingDown;
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}
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void Core::init()
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{
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setupFileAccess();
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// Don't want to use SDL_INIT_EVERYTHING, in case future changes to SDL add any flags.
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// Ie. At some point SDL2 added a sensors subsystem, which may cause SDL_Init() to fail
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// due to win10 group policies that forbid sensor usage. Probably similar things on OSX.
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unsigned sdlflags = SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_JOYSTICK;
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quitNestedMainFlag = false;
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#if SDL_VERSION_ATLEAST(2,0,0)
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// Haptic is inited separately, in Jostick.cpp, when a joystick is actually plugged in
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sdlflags |= SDL_INIT_GAMECONTROLLER;
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#else
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// Disable relative mouse motion at the edges of the screen, which breaks
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// mouse control for absolute input devices like Wacom tablets and touchscreens.
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SDL_putenv((char *) "SDL_MOUSE_RELATIVE=0");
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#endif
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if((SDL_Init(sdlflags))==-1)
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{
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std::string msg("Failed to init SDL: ");
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msg.append(SDL_GetError());
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exit_error(msg);
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}
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loopDone = false;
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initLocalization();
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}
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void Core::initRenderObjectLayers(int num)
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{
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renderObjectLayers.resize(num);
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renderObjectLayerOrder.resize(num);
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for (int i = 0; i < num; i++)
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{
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renderObjectLayerOrder[i] = i;
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}
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}
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|
|
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()
|
|
{
|
|
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;
|
|
|
|
pollEvents(dt);
|
|
|
|
|
|
|
|
ActionMapper::onUpdate(dt);
|
|
StateManager::onUpdate(dt);
|
|
|
|
onMouseInput();
|
|
|
|
globalScale.update(dt);
|
|
core->globalScaleChanged();
|
|
|
|
if (afterEffectManager)
|
|
{
|
|
afterEffectManager->update(dt);
|
|
}
|
|
}
|
|
|
|
void Core::globalScaleChanged()
|
|
{
|
|
invGlobalScale = 1.0f/globalScale.x;
|
|
invGlobalScaleSqr = invGlobalScale * invGlobalScale;
|
|
}
|
|
|
|
void Core::setClearColor(const Vector &c)
|
|
{
|
|
glClearColor(c.x, c.y, c.z, 0.0);
|
|
clearColor = c;
|
|
}
|
|
|
|
void Core::initGraphicsLibrary(int width, int height, bool fullscreen, bool vsync, int bpp, int display, int hz)
|
|
{
|
|
if(!window)
|
|
window = new CoreWindow;
|
|
|
|
window->open(width, height, fullscreen, bpp, vsync, display, hz);
|
|
window->setTitle(appName.c_str());
|
|
|
|
// get GL symbols AFTER opening the window, otherwise we get a super old GL context on windows and nothing works
|
|
if (!lookup_all_glsyms())
|
|
{
|
|
std::ostringstream os;
|
|
os << "Couldn't load OpenGL symbols we need\n";
|
|
SDL_Quit();
|
|
exit_error(os.str());
|
|
}
|
|
|
|
debugLog("GL vendor, renderer & version:");
|
|
debugLog((const char*)glGetString(GL_VENDOR));
|
|
debugLog((const char*)glGetString(GL_RENDERER));
|
|
debugLog((const char*)glGetString(GL_VERSION));
|
|
|
|
enumerateScreenModes(window->getDisplayIndex());
|
|
|
|
window->updateSize();
|
|
cacheRender(); // Clears the window bg to black early; prevents flickering
|
|
lib_graphics = true;
|
|
}
|
|
|
|
void Core::enumerateScreenModesIfNecessary(int display /* = -1 */)
|
|
{
|
|
if(display == -1)
|
|
{
|
|
#if SDL_VERSION_ATLEAST(2,0,0)
|
|
if(window)
|
|
display = window->getDisplayIndex();
|
|
else
|
|
#endif
|
|
display = 0;
|
|
}
|
|
if(_lastEnumeratedDisplayIndex == display)
|
|
return;
|
|
|
|
enumerateScreenModes(display);
|
|
}
|
|
|
|
void Core::enumerateScreenModes(int display)
|
|
{
|
|
_lastEnumeratedDisplayIndex = display;
|
|
screenModes.clear();
|
|
|
|
#if SDL_VERSION_ATLEAST(2,0,0)
|
|
screenModes.push_back(ScreenMode(0, 0, 0)); // "Desktop" screen mode
|
|
|
|
SDL_DisplayMode mode;
|
|
const int modecount = SDL_GetNumDisplayModes(display);
|
|
if(modecount == 0){
|
|
debugLog("No modes available!");
|
|
return;
|
|
}
|
|
|
|
for (int i = 0; i < modecount; i++) {
|
|
SDL_GetDisplayMode(display, i, &mode);
|
|
if (mode.w && mode.h && (mode.w > mode.h))
|
|
{
|
|
// In order to prevent cluttering the list of supported screen modes,
|
|
// only record the one per resolution with the highest refresh rate
|
|
bool add = true;
|
|
for(size_t k = 0; k < screenModes.size(); ++k)
|
|
if(screenModes[k].x == mode.w && screenModes[k].y == mode.h)
|
|
{
|
|
add = false;
|
|
if(screenModes[k].hz < mode.refresh_rate)
|
|
{
|
|
screenModes[k].hz = mode.refresh_rate;
|
|
break;
|
|
}
|
|
}
|
|
if(add)
|
|
screenModes.push_back(ScreenMode(mode.w, mode.h, mode.refresh_rate));
|
|
}
|
|
}
|
|
|
|
#else
|
|
SDL_Rect **modes;
|
|
int i;
|
|
|
|
modes=SDL_ListModes(NULL, SDL_FULLSCREEN|SDL_HWSURFACE);
|
|
|
|
if(modes == (SDL_Rect **)0){
|
|
debugLog("No modes available!");
|
|
return;
|
|
}
|
|
|
|
if(modes == (SDL_Rect **)-1){
|
|
debugLog("All resolutions available.");
|
|
}
|
|
else{
|
|
int c=0;
|
|
for(i=0;modes[i];++i){
|
|
c++;
|
|
}
|
|
for (i=c-1;i>=0;i--)
|
|
{
|
|
if (modes[i]->w > modes[i]->h)
|
|
{
|
|
screenModes.push_back(ScreenMode(i, modes[i]->w, modes[i]->h));
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
std::ostringstream os;
|
|
os << "Screen modes available: " << screenModes.size();
|
|
debugLog(os.str());
|
|
}
|
|
|
|
void Core::shutdownSoundLibrary()
|
|
{
|
|
}
|
|
|
|
void Core::shutdownGraphicsLibrary()
|
|
{
|
|
setInputGrab(false);
|
|
|
|
glFinish();
|
|
|
|
delete window;
|
|
window = NULL;
|
|
SDL_QuitSubSystem(SDL_INIT_VIDEO);
|
|
unload_all_glsyms();
|
|
|
|
lib_graphics = false;
|
|
|
|
destroyIcon();
|
|
}
|
|
|
|
void Core::quit()
|
|
{
|
|
enqueueJumpState("STATE_QUIT");
|
|
}
|
|
|
|
void Core::applyState(const std::string &state)
|
|
{
|
|
if (nocasecmp(state, "state_quit")==0)
|
|
{
|
|
loopDone = true;
|
|
}
|
|
StateManager::applyState(state);
|
|
}
|
|
|
|
void Core::setPixelScale(int pixelScaleX, int pixelScaleY)
|
|
{
|
|
virtualWidth = pixelScaleX;
|
|
virtualHeight = pixelScaleY; //assumes 4:3 aspect ratio
|
|
this->baseCullRadius = 1.1f * sqrtf(sqr(getVirtualWidth()/2) + sqr(getVirtualHeight()/2));
|
|
|
|
std::ostringstream os;
|
|
os << "virtual(" << virtualWidth << ", " << virtualHeight << ")";
|
|
debugLog(os.str());
|
|
|
|
center = Vector(baseVirtualWidth/2, baseVirtualHeight/2);
|
|
|
|
int diffw = virtualWidth-baseVirtualWidth;
|
|
if (diffw > 0)
|
|
virtualOffX = ((virtualWidth-baseVirtualWidth)/2);
|
|
else
|
|
virtualOffX = 0;
|
|
|
|
int diffh = virtualHeight-baseVirtualHeight;
|
|
if (diffh > 0)
|
|
virtualOffY = ((virtualHeight-baseVirtualHeight)/2);
|
|
else
|
|
virtualOffY = 0;
|
|
}
|
|
|
|
void Core::enable2DWide(int rx, int ry)
|
|
{
|
|
float aspect = float(rx) / float(ry);
|
|
if (aspect >= 1.3f)
|
|
{
|
|
int vw = int(float(baseVirtualHeight) * (float(rx)/float(ry)));
|
|
enable2D(vw, baseVirtualHeight);
|
|
}
|
|
else
|
|
{
|
|
int vh = int(float(baseVirtualWidth) * (float(ry)/float(rx)));
|
|
enable2D(baseVirtualWidth, vh);
|
|
}
|
|
}
|
|
|
|
static void bbgeOrtho2D(float left, float right, float bottom, float top)
|
|
{
|
|
glOrtho(left, right, bottom, top, -1.0, 1.0);
|
|
}
|
|
|
|
void Core::enable2D(int pixelScaleX, int pixelScaleY)
|
|
{
|
|
assert(pixelScaleX && pixelScaleY);
|
|
|
|
GLint viewPort[4];
|
|
glGetIntegerv(GL_VIEWPORT, viewPort);
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
|
|
float vw=0,vh=0;
|
|
|
|
int viewOffX = 0;
|
|
int viewOffY = 0;
|
|
|
|
float aspect = float(width)/float(height);
|
|
|
|
if (aspect >= 1.4f)
|
|
{
|
|
vw = float(baseVirtualWidth * viewPort[3]) / float(baseVirtualHeight);
|
|
viewOffX = (viewPort[2] - vw) * 0.5f;
|
|
}
|
|
else if (aspect < 1.3f)
|
|
{
|
|
vh = float(baseVirtualHeight * viewPort[2]) / float(baseVirtualWidth);
|
|
viewOffY = (viewPort[3] - vh) * 0.5f;
|
|
}
|
|
|
|
bbgeOrtho2D(0.0f-viewOffX,viewPort[2]-viewOffX,viewPort[3]-viewOffY,0.0f-viewOffY);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
setupRenderPositionAndScale();
|
|
|
|
float widthFactor = core->width/float(pixelScaleX);
|
|
float heightFactor = core->height/float(pixelScaleY);
|
|
core->globalResolutionScale = Vector(widthFactor,heightFactor,1.0f);
|
|
setPixelScale(pixelScaleX, pixelScaleY);
|
|
}
|
|
|
|
void Core::quitNestedMain()
|
|
{
|
|
if (getNestedMains() > 1)
|
|
{
|
|
quitNestedMainFlag = true;
|
|
}
|
|
}
|
|
|
|
void Core::resetTimer()
|
|
{
|
|
nowTicks = thenTicks = SDL_GetTicks();
|
|
|
|
for (size_t i = 0; i < avgFPS.size(); i++)
|
|
{
|
|
avgFPS[i] = 0;
|
|
}
|
|
}
|
|
|
|
void Core::setMousePosition(const Vector &p)
|
|
{
|
|
float px = p.x + virtualOffX;
|
|
float py = p.y;
|
|
|
|
SDL_Event ev = { sdlUserMouseEventID };
|
|
ev.motion.state = 0;
|
|
SDL_PushEvent(&ev);
|
|
|
|
window->warpMouse(
|
|
px * (float(width)/float(virtualWidth)),
|
|
py * (float(height)/float(virtualHeight))
|
|
);
|
|
|
|
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;
|
|
}
|
|
|
|
int screenshotNum = 0;
|
|
std::string getScreenshotFilename(bool png)
|
|
{
|
|
std::string prefix = core->getUserDataFolder() + "/screenshots/screen";
|
|
std::string ext = png ? ".png" : ".tga";
|
|
while (true)
|
|
{
|
|
std::ostringstream os;
|
|
os << prefix << screenshotNum << ext;
|
|
screenshotNum ++;
|
|
std::string str(os.str());
|
|
if (!core->exists(str)) // keep going until we hit an unused filename.
|
|
return str;
|
|
}
|
|
}
|
|
|
|
unsigned Core::getTicks()
|
|
{
|
|
return SDL_GetTicks();
|
|
}
|
|
|
|
bool Core::isWindowFocus()
|
|
{
|
|
return window->hasInputFocus();
|
|
}
|
|
|
|
void Core::onBackgroundUpdate()
|
|
{
|
|
SDL_Delay(200);
|
|
}
|
|
|
|
void Core::run(float runTime)
|
|
{
|
|
// cannot nest loops when the game is over
|
|
if (loopDone) return;
|
|
|
|
|
|
|
|
float dt;
|
|
float counter = 0;
|
|
int frames = 0;
|
|
|
|
#if !defined(_DEBUG)
|
|
bool wasInactive = false;
|
|
#endif
|
|
|
|
nowTicks = thenTicks = SDL_GetTicks();
|
|
nestedMains++;
|
|
|
|
while((runTime == -1 && !loopDone) || (runTime >0))
|
|
{
|
|
nowTicks = SDL_GetTicks();
|
|
dt = (nowTicks-thenTicks)/1000.0;
|
|
thenTicks = nowTicks;
|
|
|
|
if (!avgFPS.empty())
|
|
{
|
|
|
|
size_t i = 0;
|
|
for (i = avgFPS.size()-1; i > 0; i--)
|
|
{
|
|
avgFPS[i] = avgFPS[i-1];
|
|
}
|
|
avgFPS[0] = dt;
|
|
|
|
float c=0;
|
|
int n = 0;
|
|
for (i = 0; i < avgFPS.size(); i++)
|
|
{
|
|
if (avgFPS[i] > 0)
|
|
{
|
|
c += avgFPS[i];
|
|
n ++;
|
|
}
|
|
}
|
|
if (n > 0)
|
|
{
|
|
c /= n;
|
|
dt = c;
|
|
}
|
|
|
|
}
|
|
|
|
#if !defined(_DEBUG)
|
|
|
|
if (lib_graphics && (wasInactive || !settings.runInBackground))
|
|
{
|
|
if (isWindowFocus())
|
|
{
|
|
if (wasInactive)
|
|
{
|
|
debugLog("WINDOW ACTIVE");
|
|
updateInputGrab();
|
|
wasInactive = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!wasInactive)
|
|
debugLog("WINDOW INACTIVE");
|
|
|
|
wasInactive = true;
|
|
updateInputGrab();
|
|
sound->pause();
|
|
|
|
while (!isWindowFocus())
|
|
{
|
|
pollEvents(dt);
|
|
|
|
onBackgroundUpdate();
|
|
|
|
resetTimer();
|
|
}
|
|
|
|
debugLog("app back in focus");
|
|
|
|
resetTimer();
|
|
|
|
sound->resume();
|
|
|
|
resetTimer();
|
|
|
|
SDL_ShowCursor(SDL_DISABLE);
|
|
|
|
continue;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
old_dt = dt;
|
|
|
|
modifyDt(dt);
|
|
|
|
current_dt = dt;
|
|
|
|
if (quitNestedMainFlag)
|
|
{
|
|
quitNestedMainFlag = false;
|
|
break;
|
|
}
|
|
if (runTime>0)
|
|
{
|
|
runTime -= dt;
|
|
if (runTime < 0)
|
|
runTime = 0;
|
|
}
|
|
|
|
updateRenderObjects(dt);
|
|
|
|
if (particleManager)
|
|
particleManager->update(dt);
|
|
|
|
if(sound)
|
|
sound->update(dt);
|
|
|
|
onUpdate(dt);
|
|
|
|
if (nestedMains == 1)
|
|
clearGarbage();
|
|
|
|
if (loopDone)
|
|
break;
|
|
|
|
updateCullData();
|
|
|
|
g_dbg_numRenderCalls = 0;
|
|
|
|
if (settings.renderOn)
|
|
{
|
|
if (darkLayer.isUsed())
|
|
{
|
|
darkLayer.preRender();
|
|
}
|
|
|
|
render();
|
|
|
|
showBuffer();
|
|
|
|
if (nestedMains == 1)
|
|
clearGarbage();
|
|
|
|
frames++;
|
|
|
|
counter += dt;
|
|
if (counter > 1)
|
|
{
|
|
fps = frames;
|
|
frames = counter = 0;
|
|
}
|
|
}
|
|
|
|
sound->setListenerPos(screenCenter.x, screenCenter.y);
|
|
|
|
if (doScreenshot)
|
|
{
|
|
doScreenshot = false;
|
|
const bool png = true;
|
|
saveScreenshot(getScreenshotFilename(png), png);
|
|
prepScreen(0);
|
|
resetTimer();
|
|
}
|
|
}
|
|
quitNestedMainFlag = false;
|
|
if (nestedMains==1)
|
|
clearGarbage();
|
|
nestedMains--;
|
|
}
|
|
|
|
void Core::clearBuffers()
|
|
{
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
|
|
}
|
|
|
|
void Core::setupRenderPositionAndScale()
|
|
{
|
|
glScalef(globalScale.x*globalResolutionScale.x, globalScale.y*globalResolutionScale.y, globalScale.z*globalResolutionScale.z);
|
|
glTranslatef(-(cameraPos.x+cameraOffset.x), -(cameraPos.y+cameraOffset.y), -(cameraPos.z+cameraOffset.z));
|
|
}
|
|
|
|
void Core::setupGlobalResolutionScale()
|
|
{
|
|
glScalef(globalResolutionScale.x, globalResolutionScale.y, globalResolutionScale.z);
|
|
}
|
|
|
|
void Core::setMouseConstraint(bool on)
|
|
{
|
|
|
|
mouseConstraint = on;
|
|
}
|
|
|
|
void Core::setMouseConstraintCircle(const Vector& pos, float circle)
|
|
{
|
|
mouseConstraint = true;
|
|
mouseCircle = circle;
|
|
mouseConstraintCenter = pos;
|
|
mouseConstraintCenter.z = 0;
|
|
}
|
|
|
|
|
|
|
|
int Core::getVirtualOffX()
|
|
{
|
|
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 + 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;
|
|
}
|
|
|
|
void Core::onEvent(const SDL_Event& event)
|
|
{
|
|
const bool focus = window->hasFocus();
|
|
if(event.type == sdlUserMouseEventID)
|
|
{
|
|
mouse._enableMotionEvents = event.motion.state;
|
|
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;
|
|
|
|
case SDL_MOUSEMOTION:
|
|
{
|
|
if (focus)
|
|
{
|
|
const float mx = float(virtualWidth)/float(getWindowWidth());
|
|
const float my = float(virtualHeight)/float(getWindowHeight());
|
|
|
|
mouse.position.x = ((event.motion.x) * mx) - getVirtualOffX();
|
|
mouse.position.y = event.motion.y * my;
|
|
if(mouse._enableMotionEvents)
|
|
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);
|
|
window->handleInput();
|
|
}
|
|
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 (core->minimized) return;
|
|
onRender();
|
|
|
|
RenderObject::lastTextureApplied = 0;
|
|
|
|
updateCullData();
|
|
|
|
// TODO: this could be done in parallel
|
|
for (size_t i = 0; i < renderObjectLayers.size(); ++i)
|
|
{
|
|
if(renderObjectLayers[i].visible)
|
|
renderObjectLayers[i].prepareRender();
|
|
}
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glLoadIdentity(); // Reset The View
|
|
clearBuffers();
|
|
|
|
if (afterEffectManager && frameBuffer.isInited() && useFrameBufferIfAvail)
|
|
{
|
|
frameBuffer.startCapture();
|
|
}
|
|
|
|
setupRenderPositionAndScale();
|
|
|
|
|
|
for (size_t c = 0; c < renderObjectLayerOrder.size(); c++)
|
|
{
|
|
int i = renderObjectLayerOrder[c];
|
|
if (i == -1) continue;
|
|
if ((startLayer != -1 && endLayer != -1) && (i < startLayer || i > endLayer)) continue;
|
|
|
|
if (darkLayer.isUsed() )
|
|
{
|
|
|
|
if (i == darkLayer.getRenderLayer())
|
|
{
|
|
darkLayer.render();
|
|
}
|
|
|
|
if (i == darkLayer.getLayer() && startLayer != i)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (afterEffectManager && afterEffectManager->active && i == afterEffectManagerLayer)
|
|
{
|
|
afterEffectManager->render();
|
|
}
|
|
|
|
RenderObjectLayer *r = &renderObjectLayers[i];
|
|
if(!r->visible)
|
|
continue;
|
|
|
|
r->render();
|
|
}
|
|
}
|
|
|
|
void Core::showBuffer()
|
|
{
|
|
window->present();
|
|
}
|
|
|
|
void Core::shutdownInputLibrary()
|
|
{
|
|
}
|
|
|
|
void Core::shutdownJoystickLibrary()
|
|
{
|
|
if (joystickEnabled) {
|
|
clearJoysticks();
|
|
SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
|
|
joystickEnabled = false;
|
|
}
|
|
}
|
|
|
|
void Core::clearRenderObjects()
|
|
{
|
|
for (size_t i = 0; i < renderObjectLayers.size(); i++)
|
|
{
|
|
|
|
RenderObject *r = renderObjectLayers[i].getFirst();
|
|
while (r)
|
|
{
|
|
if (r)
|
|
{
|
|
removeRenderObject(r, DESTROY_RENDER_OBJECT);
|
|
}
|
|
r = renderObjectLayers[i].getNext();
|
|
}
|
|
}
|
|
}
|
|
|
|
void Core::shutdown()
|
|
{
|
|
// pop all the states
|
|
|
|
|
|
debugLog("Core::shutdown");
|
|
shuttingDown = true;
|
|
|
|
debugLog("Shutdown Joystick Library...");
|
|
shutdownJoystickLibrary();
|
|
debugLog("OK");
|
|
|
|
debugLog("Shutdown Input Library...");
|
|
shutdownInputLibrary();
|
|
debugLog("OK");
|
|
|
|
debugLog("Shutdown All States...");
|
|
popAllStates();
|
|
debugLog("OK");
|
|
|
|
debugLog("Clear State Instances...");
|
|
clearStateInstances();
|
|
debugLog("OK");
|
|
|
|
debugLog("Clear All Remaining RenderObjects...");
|
|
clearRenderObjects();
|
|
debugLog("OK");
|
|
|
|
debugLog("Clear All Resources...");
|
|
texmgr.shutdown();
|
|
debugLog("OK");
|
|
|
|
|
|
debugLog("Clear State Objects...");
|
|
clearStateObjects();
|
|
debugLog("OK");
|
|
|
|
if (afterEffectManager)
|
|
{
|
|
debugLog("Delete AEManager...");
|
|
delete afterEffectManager;
|
|
afterEffectManager = 0;
|
|
debugLog("OK");
|
|
}
|
|
|
|
|
|
if (sound)
|
|
{
|
|
debugLog("Shutdown Sound Library...");
|
|
sound->stopAll();
|
|
delete sound;
|
|
sound = 0;
|
|
debugLog("OK");
|
|
}
|
|
|
|
debugLog("Dark layer...");
|
|
darkLayer.unloadDevice();
|
|
debugLog("OK");
|
|
|
|
debugLog("Core's framebuffer...");
|
|
frameBuffer.unloadDevice();
|
|
debugLog("OK");
|
|
|
|
debugLog("Shutdown Graphics Library...");
|
|
shutdownGraphicsLibrary();
|
|
debugLog("OK");
|
|
|
|
|
|
|
|
#ifdef BBGE_BUILD_VFS
|
|
debugLog("Unload VFS...");
|
|
vfs.Clear();
|
|
debugLog("OK");
|
|
#endif
|
|
|
|
|
|
debugLog("SDL Quit...");
|
|
SDL_Quit();
|
|
debugLog("OK");
|
|
}
|
|
|
|
//util funcs
|
|
|
|
bool Core::exists(const std::string &filename)
|
|
{
|
|
return ::exists(filename, false); // defined in Base.cpp
|
|
}
|
|
|
|
CountedPtr<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()
|
|
{
|
|
/*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();*/
|
|
}
|
|
|
|
const std::string & Core::getBaseTexturePath() const
|
|
{
|
|
return texmgr.loadFromPaths.back();
|
|
}
|
|
|
|
void Core::setExtraTexturePath(const char * dir)
|
|
{
|
|
texmgr.loadFromPaths.resize(size_t(1) + !!dir);
|
|
size_t w = 0;
|
|
if(dir)
|
|
texmgr.loadFromPaths[w++] = dir;
|
|
texmgr.loadFromPaths[w] = "gfx/";
|
|
}
|
|
|
|
const char *Core::getExtraTexturePath() const
|
|
{
|
|
return texmgr.loadFromPaths.size() > 1 ? texmgr.loadFromPaths[0].c_str() : NULL;
|
|
}
|
|
|
|
void Core::removeRenderObject(RenderObject *r, RemoveRenderObjectFlag flag)
|
|
{
|
|
if (r)
|
|
{
|
|
if (r->layer != LR_NONE && !renderObjectLayers[r->layer].empty())
|
|
{
|
|
renderObjectLayers[r->layer].remove(r);
|
|
}
|
|
if (flag != DO_NOT_DESTROY_RENDER_OBJECT )
|
|
{
|
|
r->destroy();
|
|
delete r;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Core::enqueueRenderObjectDeletion(RenderObject *object)
|
|
{
|
|
if (!object->_dead)
|
|
{
|
|
garbage.push_back (object);
|
|
object->_dead = true;
|
|
}
|
|
}
|
|
|
|
void Core::clearGarbage()
|
|
{
|
|
// HACK: optimize this (use a list instead of a queue)
|
|
|
|
for (RenderObjects::iterator i = garbage.begin(); i != garbage.end(); i++)
|
|
{
|
|
removeRenderObject(*i, DO_NOT_DESTROY_RENDER_OBJECT);
|
|
|
|
(*i)->destroy();
|
|
}
|
|
|
|
for (RenderObjects::iterator i = garbage.begin(); i != garbage.end(); i++)
|
|
{
|
|
delete *i;
|
|
}
|
|
|
|
garbage.clear();
|
|
}
|
|
|
|
bool Core::canChangeState()
|
|
{
|
|
return (nestedMains<=1);
|
|
}
|
|
|
|
|
|
|
|
// Take a screenshot of the specified region of the screen and store it
|
|
// in a 32bpp pixel buffer. delete[] the returned buffer when it's no
|
|
// longer needed.
|
|
unsigned char *Core::grabScreenshot(size_t x, size_t y, size_t w, size_t h)
|
|
{
|
|
const size_t N = w * h;
|
|
const size_t size = sizeof(unsigned char) * N * 4;
|
|
unsigned char * const imageData = new unsigned char[size];
|
|
|
|
glPushAttrib(GL_ALL_ATTRIB_BITS);
|
|
glDisable(GL_BLEND);
|
|
glDisable(GL_ALPHA_TEST); glDisable(GL_BLEND);
|
|
glDisable(GL_DEPTH_TEST); glDisable(GL_DITHER); glDisable(GL_FOG);
|
|
glDisable(GL_LIGHTING); glDisable(GL_LOGIC_OP);
|
|
glDisable(GL_STENCIL_TEST); glDisable(GL_TEXTURE_1D);
|
|
glDisable(GL_TEXTURE_2D); glPixelTransferi(GL_MAP_COLOR, GL_FALSE);
|
|
glPixelTransferi(GL_RED_SCALE, 1); glPixelTransferi(GL_RED_BIAS, 0);
|
|
glPixelTransferi(GL_GREEN_SCALE, 1); glPixelTransferi(GL_GREEN_BIAS, 0);
|
|
glPixelTransferi(GL_BLUE_SCALE, 1); glPixelTransferi(GL_BLUE_BIAS, 0);
|
|
glPixelTransferi(GL_ALPHA_SCALE, 1); glPixelTransferi(GL_ALPHA_BIAS, 0);
|
|
glRasterPos2i(0, 0);
|
|
glReadPixels(x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid*)imageData);
|
|
glPopAttrib();
|
|
|
|
// Force all alpha values to 255.
|
|
unsigned char *c = imageData;
|
|
for (size_t i = 0; i < N; ++i, c += 4)
|
|
{
|
|
c[3] = 255;
|
|
}
|
|
|
|
// OpenGL outputs the image upside down -> flip pixel rows
|
|
const ptrdiff_t rowOffs = 4 * w;
|
|
unsigned char * row0 = imageData;
|
|
unsigned char * row1 = imageData + size - rowOffs;
|
|
while(row0 < row1)
|
|
{
|
|
std::swap_ranges(row0, row0 + rowOffs, row1);
|
|
row0 += rowOffs;
|
|
row1 -= rowOffs;
|
|
}
|
|
|
|
return imageData;
|
|
|
|
}
|
|
|
|
// Like grabScreenshot(), but grab from the center of the screen.
|
|
unsigned char *Core::grabCenteredScreenshot(size_t w, size_t h)
|
|
{
|
|
return grabScreenshot(core->width/2 - w/2, core->height/2 - h/2, w, h);
|
|
}
|
|
|
|
// takes a screen shot and saves it to a TGA or PNG image
|
|
bool Core::saveScreenshot(const std::string &filename, bool png)
|
|
{
|
|
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;
|
|
}
|