2 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU General Public License as published by
6 // the Free Software Foundation, either version 3 of the License, or
7 // (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
14 // You should have received a copy of the GNU General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
17 #include "supertux/mainloop.hpp"
19 #include "audio/sound_manager.hpp"
20 #include "control/joystickkeyboardcontroller.hpp"
21 #include "gui/menu.hpp"
22 #include "scripting/squirrel_util.hpp"
23 #include "scripting/time_scheduler.hpp"
24 #include "supertux/constants.hpp"
25 #include "supertux/console.hpp"
26 #include "supertux/gameconfig.hpp"
27 #include "supertux/main.hpp"
28 #include "supertux/player_status.hpp"
29 #include "supertux/resources.hpp"
30 #include "supertux/screen_fade.hpp"
31 #include "supertux/screen.hpp"
32 #include "supertux/timer.hpp"
33 #include "video/drawing_context.hpp"
34 #include "video/renderer.hpp"
36 /** ticks (as returned from SDL_GetTicks) per frame */
37 static const Uint32 TICKS_PER_FRAME = (Uint32) (1000.0 / LOGICAL_FPS);
38 /** don't skip more than every 2nd frame */
39 static const int MAX_FRAME_SKIP = 2;
41 float g_game_speed = 1.0f;
43 MainLoop* g_main_loop = NULL;
45 MainLoop::MainLoop() :
50 screenshot_requested(false)
52 using namespace Scripting;
53 TimeScheduler::instance = new TimeScheduler();
58 using namespace Scripting;
59 delete TimeScheduler::instance;
60 TimeScheduler::instance = NULL;
62 for(std::vector<Screen*>::iterator i = screen_stack.begin();
63 i != screen_stack.end(); ++i) {
69 MainLoop::push_screen(Screen* screen, ScreenFade* screen_fade)
71 this->next_screen.reset(screen);
72 this->screen_fade.reset(screen_fade);
79 MainLoop::exit_screen(ScreenFade* screen_fade)
81 next_screen.reset(NULL);
82 this->screen_fade.reset(screen_fade);
88 MainLoop::set_screen_fade(ScreenFade* screen_fade)
90 this->screen_fade.reset(screen_fade);
94 MainLoop::quit(ScreenFade* screen_fade)
96 for(std::vector<Screen*>::iterator i = screen_stack.begin();
97 i != screen_stack.end(); ++i)
101 exit_screen(screen_fade);
105 MainLoop::set_speed(float speed)
111 MainLoop::get_speed() const
117 MainLoop::has_no_pending_fadeout() const
119 return screen_fade.get() == NULL || screen_fade->done();
123 MainLoop::draw_fps(DrawingContext& context, float fps_fps)
126 snprintf(str, sizeof(str), "%3.1f", fps_fps);
127 const char* fpstext = "FPS";
128 context.draw_text(small_font, fpstext, Vector(SCREEN_WIDTH - small_font->get_text_width(fpstext) - small_font->get_text_width(" 99999") - BORDER_X, BORDER_Y + 20), ALIGN_LEFT, LAYER_HUD);
129 context.draw_text(small_font, str, Vector(SCREEN_WIDTH - BORDER_X, BORDER_Y + 20), ALIGN_RIGHT, LAYER_HUD);
133 MainLoop::draw(DrawingContext& context)
135 static Uint32 fps_ticks = SDL_GetTicks();
136 static int frame_count = 0;
138 current_screen->draw(context);
139 if(Menu::current() != NULL)
140 Menu::current()->draw(context);
141 if(screen_fade.get() != NULL)
142 screen_fade->draw(context);
143 Console::instance->draw(context);
145 if(g_config->show_fps)
146 draw_fps(context, fps);
148 // if a screenshot was requested, pass request on to drawing_context
149 if (screenshot_requested) {
150 context.take_screenshot();
151 screenshot_requested = false;
153 context.do_drawing();
155 /* Calculate frames per second */
156 if(g_config->show_fps)
160 if(SDL_GetTicks() - fps_ticks >= 500)
162 fps = (float) frame_count / .5;
164 fps_ticks = SDL_GetTicks();
170 MainLoop::update_gamelogic(float elapsed_time)
172 Scripting::update_debugger();
173 Scripting::TimeScheduler::instance->update(game_time);
174 current_screen->update(elapsed_time);
175 if (Menu::current() != NULL)
176 Menu::current()->update();
177 if(screen_fade.get() != NULL)
178 screen_fade->update(elapsed_time);
179 Console::instance->update(elapsed_time);
183 MainLoop::process_events()
185 g_main_controller->update();
186 Uint8* keystate = SDL_GetKeyState(NULL);
188 while(SDL_PollEvent(&event))
190 g_main_controller->process_event(event);
192 if(Menu::current() != NULL)
193 Menu::current()->event(event);
201 case SDL_VIDEORESIZE:
202 Renderer::instance()->resize(event.resize.w, event.resize.h);
207 if (event.key.keysym.sym == SDLK_F10)
209 g_config->show_fps = !g_config->show_fps;
211 if (event.key.keysym.sym == SDLK_F11)
213 g_config->use_fullscreen = !g_config->use_fullscreen;
217 else if (event.key.keysym.sym == SDLK_PRINT ||
218 event.key.keysym.sym == SDLK_F12)
222 else if (event.key.keysym.sym == SDLK_F1 &&
223 (keystate[SDLK_LCTRL] || keystate[SDLK_RCTRL]) &&
226 Console::instance->toggle();
227 g_config->console_enabled = true;
236 MainLoop::handle_screen_switch()
238 while( (next_screen.get() != NULL || nextpop) &&
239 has_no_pending_fadeout()) {
240 if(current_screen.get() != NULL) {
241 current_screen->leave();
245 if(screen_stack.empty()) {
249 next_screen.reset(screen_stack.back());
250 screen_stack.pop_back();
252 if(nextpush && current_screen.get() != NULL) {
253 screen_stack.push_back(current_screen.release());
259 Screen* next_screen_ptr = next_screen.release();
260 next_screen.reset(0);
262 next_screen_ptr->setup();
263 current_screen.reset(next_screen_ptr);
264 screen_fade.reset(NULL);
266 waiting_threads.wakeup();
271 MainLoop::run(DrawingContext &context)
273 Uint32 last_ticks = 0;
274 Uint32 elapsed_ticks = 0;
279 handle_screen_switch();
280 if(!running || current_screen.get() == NULL)
283 Uint32 ticks = SDL_GetTicks();
284 elapsed_ticks += ticks - last_ticks;
287 Uint32 ticks_per_frame = (Uint32) (TICKS_PER_FRAME * g_game_speed);
289 if (elapsed_ticks > ticks_per_frame*4) {
290 // when the game loads up or levels are switched the
291 // elapsed_ticks grows extremely large, so we just ignore those
296 if(elapsed_ticks < ticks_per_frame)
298 Uint32 delay_ticks = ticks_per_frame - elapsed_ticks;
299 SDL_Delay(delay_ticks);
300 last_ticks += delay_ticks;
301 elapsed_ticks += delay_ticks;
306 while(elapsed_ticks >= ticks_per_frame && frames < MAX_FRAME_SKIP)
308 elapsed_ticks -= ticks_per_frame;
309 float timestep = 1.0 / LOGICAL_FPS;
310 real_time += timestep;
312 game_time += timestep;
315 update_gamelogic(timestep);
321 sound_manager->update();
326 MainLoop::take_screenshot()
328 screenshot_requested = true;