724adc2c9d2371e54ac96c94e538bf13295d7f4f
[supertux.git] / src / supertux / screen_manager.cpp
1 //  SuperTux
2 //  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
3 //
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.
8 //
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.
13 //
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/>.
16
17 #include "supertux/screen_manager.hpp"
18
19 #include "audio/sound_manager.hpp"
20 #include "control/input_manager.hpp"
21 #include "gui/menu.hpp"
22 #include "gui/menu_manager.hpp"
23 #include "scripting/squirrel_util.hpp"
24 #include "scripting/time_scheduler.hpp"
25 #include "supertux/console.hpp"
26 #include "supertux/constants.hpp"
27 #include "supertux/gameconfig.hpp"
28 #include "supertux/globals.hpp"
29 #include "supertux/main.hpp"
30 #include "supertux/menu/menu_storage.hpp"
31 #include "supertux/player_status.hpp"
32 #include "supertux/resources.hpp"
33 #include "supertux/screen.hpp"
34 #include "supertux/screen_fade.hpp"
35 #include "supertux/timer.hpp"
36 #include "video/drawing_context.hpp"
37 #include "video/renderer.hpp"
38
39 #include <stdio.h>
40 /** ticks (as returned from SDL_GetTicks) per frame */
41 static const Uint32 TICKS_PER_FRAME = (Uint32) (1000.0 / LOGICAL_FPS);
42 /** don't skip more than every 2nd frame */
43 static const int MAX_FRAME_SKIP = 2;
44
45 ScreenManager::ScreenManager() :
46   waiting_threads(),
47   m_menu_storage(new MenuStorage),
48   m_menu_manager(new MenuManager),
49   running(),
50   speed(1.0), 
51   nextpop(false), 
52   nextpush(false), 
53   fps(0), 
54   next_screen(),
55   current_screen(),
56   console(),
57   screen_fade(),
58   screen_stack(),
59   screenshot_requested(false)
60 {
61   using namespace scripting;
62   TimeScheduler::instance = new TimeScheduler();
63 }
64
65 ScreenManager::~ScreenManager()
66 {
67   using namespace scripting;
68   delete TimeScheduler::instance;
69   TimeScheduler::instance = NULL;
70
71   for(std::vector<Screen*>::iterator i = screen_stack.begin();
72       i != screen_stack.end(); ++i) {
73     delete *i;
74   }
75 }
76
77 void
78 ScreenManager::push_screen(Screen* screen, ScreenFade* screen_fade)
79 {
80   this->next_screen.reset(screen);
81   this->screen_fade.reset(screen_fade);
82   nextpush = !nextpop;
83   nextpop = false;
84   speed = 1.0f;
85 }
86
87 void
88 ScreenManager::exit_screen(ScreenFade* screen_fade)
89 {
90   next_screen.reset(NULL);
91   this->screen_fade.reset(screen_fade);
92   nextpop = true;
93   nextpush = false;
94 }
95
96 void
97 ScreenManager::set_screen_fade(ScreenFade* screen_fade)
98 {
99   this->screen_fade.reset(screen_fade);
100 }
101
102 void
103 ScreenManager::quit(ScreenFade* screen_fade)
104 {
105   for(std::vector<Screen*>::iterator i = screen_stack.begin();
106       i != screen_stack.end(); ++i)
107     delete *i;
108   screen_stack.clear();
109
110   exit_screen(screen_fade);
111 }
112
113 void
114 ScreenManager::set_speed(float speed)
115 {
116   this->speed = speed;
117 }
118
119 float
120 ScreenManager::get_speed() const
121 {
122   return speed;
123 }
124
125 bool
126 ScreenManager::has_no_pending_fadeout() const
127 {
128   return screen_fade.get() == NULL || screen_fade->done();
129 }
130
131 void
132 ScreenManager::draw_fps(DrawingContext& context, float fps_fps)
133 {
134   char str[60];
135   snprintf(str, sizeof(str), "%3.1f", fps_fps);
136   const char* fpstext = "FPS";
137   context.draw_text(Resources::small_font, fpstext, 
138                     Vector(SCREEN_WIDTH - Resources::small_font->get_text_width(fpstext) - Resources::small_font->get_text_width(" 99999") - BORDER_X, 
139                            BORDER_Y + 20), ALIGN_LEFT, LAYER_HUD);
140   context.draw_text(Resources::small_font, str, Vector(SCREEN_WIDTH - BORDER_X, BORDER_Y + 20), ALIGN_RIGHT, LAYER_HUD);
141 }
142
143 void
144 ScreenManager::draw(DrawingContext& context)
145 {
146   static Uint32 fps_ticks = SDL_GetTicks();
147   static int frame_count = 0;
148
149   current_screen->draw(context);
150   if(MenuManager::instance().current() != NULL)
151     MenuManager::instance().current()->draw(context);
152   if(screen_fade.get() != NULL)
153     screen_fade->draw(context);
154   Console::instance->draw(context);
155
156   if(g_config->show_fps)
157     draw_fps(context, fps);
158
159   // if a screenshot was requested, pass request on to drawing_context
160   if (screenshot_requested) {
161     context.take_screenshot();
162     screenshot_requested = false;
163   }
164   context.do_drawing();
165
166   /* Calculate frames per second */
167   if(g_config->show_fps)
168   {
169     ++frame_count;
170
171     if(SDL_GetTicks() - fps_ticks >= 500)
172     {
173       fps = (float) frame_count / .5;
174       frame_count = 0;
175       fps_ticks = SDL_GetTicks();
176     }
177   }
178 }
179
180 void
181 ScreenManager::update_gamelogic(float elapsed_time)
182 {
183   scripting::update_debugger();
184   scripting::TimeScheduler::instance->update(game_time);
185   current_screen->update(elapsed_time);
186   if (MenuManager::instance().current() != NULL)
187     MenuManager::instance().current()->update();
188   if(screen_fade.get() != NULL)
189     screen_fade->update(elapsed_time);
190   Console::instance->update(elapsed_time);
191 }
192
193 void
194 ScreenManager::process_events()
195 {
196   g_input_manager->update();
197   SDL_Event event;
198   while(SDL_PollEvent(&event)) 
199   {
200     g_input_manager->process_event(event);
201
202     if(MenuManager::instance().current() != NULL)
203       MenuManager::instance().current()->event(event);
204
205     switch(event.type)
206     {
207       case SDL_QUIT:
208         quit();
209         break;
210               
211       case SDL_WINDOWEVENT:
212         switch(event.window.event)
213         {
214           case SDL_WINDOWEVENT_RESIZED:
215             Renderer::instance()->resize(event.window.data1,
216                                          event.window.data2);
217             MenuManager::instance().recalc_pos();
218             break;
219         }
220         break;
221             
222       case SDL_KEYDOWN:
223         if (event.key.keysym.sym == SDLK_F10)
224         {
225           g_config->show_fps = !g_config->show_fps;
226         }
227         if (event.key.keysym.sym == SDLK_F11) 
228         {
229           g_config->use_fullscreen = !g_config->use_fullscreen;
230           Renderer::instance()->apply_config();
231           MenuManager::instance().recalc_pos();
232         }
233         else if (event.key.keysym.sym == SDLK_PRINTSCREEN ||
234                  event.key.keysym.sym == SDLK_F12)
235         {
236           take_screenshot();
237         }
238         else if (event.key.keysym.sym == SDLK_F1 &&
239                  event.key.keysym.mod & KMOD_CTRL)
240         {
241           Console::instance->toggle();
242           g_config->console_enabled = true;
243           g_config->save();
244         }
245         break;
246     }
247   }
248 }
249
250 void
251 ScreenManager::handle_screen_switch()
252 {
253   while( (next_screen.get() != NULL || nextpop) &&
254          has_no_pending_fadeout()) {
255     if(current_screen.get() != NULL) {
256       current_screen->leave();
257     }
258
259     if(nextpop) {
260       if(screen_stack.empty()) {
261         running = false;
262         break;
263       }
264       next_screen.reset(screen_stack.back());
265       screen_stack.pop_back();
266     }
267     if(nextpush && current_screen.get() != NULL) {
268       screen_stack.push_back(current_screen.release());
269     }
270
271     nextpush = false;
272     nextpop = false;
273     speed = 1.0;
274     Screen* next_screen_ptr = next_screen.release();
275     next_screen.reset(0);
276     if(next_screen_ptr)
277       next_screen_ptr->setup();
278     current_screen.reset(next_screen_ptr);
279     screen_fade.reset(NULL);
280
281     waiting_threads.wakeup();
282   }
283 }
284
285 void
286 ScreenManager::run(DrawingContext &context)
287 {
288   Uint32 last_ticks = 0;
289   Uint32 elapsed_ticks = 0;
290
291   running = true;
292   while(running) {
293
294     handle_screen_switch();
295     if(!running || current_screen.get() == NULL)
296       break;
297
298     Uint32 ticks = SDL_GetTicks();
299     elapsed_ticks += ticks - last_ticks;
300     last_ticks = ticks;
301
302     Uint32 ticks_per_frame = (Uint32) (TICKS_PER_FRAME * g_game_speed);
303
304     if (elapsed_ticks > ticks_per_frame*4) {
305       // when the game loads up or levels are switched the
306       // elapsed_ticks grows extremely large, so we just ignore those
307       // large time jumps
308       elapsed_ticks = 0;
309     }
310
311     if(elapsed_ticks < ticks_per_frame)
312     {
313       Uint32 delay_ticks = ticks_per_frame - elapsed_ticks;
314       SDL_Delay(delay_ticks);
315       last_ticks += delay_ticks;
316       elapsed_ticks += delay_ticks;
317     }
318
319     int frames = 0;
320
321     while(elapsed_ticks >= ticks_per_frame && frames < MAX_FRAME_SKIP) 
322     {
323       elapsed_ticks -= ticks_per_frame;
324       float timestep = 1.0 / LOGICAL_FPS;
325       real_time += timestep;
326       timestep *= speed;
327       game_time += timestep;
328
329       process_events();
330       update_gamelogic(timestep);
331       frames += 1;
332     }
333
334     draw(context);
335
336     sound_manager->update();
337   }
338 }
339
340 void 
341 ScreenManager::take_screenshot()
342 {
343   screenshot_requested = true;
344 }
345
346 /* EOF */