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/screen_manager.hpp"
19 #include "audio/sound_manager.hpp"
20 #include "control/joystickkeyboardcontroller.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/constants.hpp"
26 #include "supertux/console.hpp"
27 #include "supertux/gameconfig.hpp"
28 #include "supertux/globals.hpp"
29 #include "supertux/main.hpp"
30 #include "supertux/player_status.hpp"
31 #include "supertux/resources.hpp"
32 #include "supertux/screen_fade.hpp"
33 #include "supertux/screen.hpp"
34 #include "supertux/timer.hpp"
35 #include "video/drawing_context.hpp"
36 #include "video/renderer.hpp"
38 /** ticks (as returned from SDL_GetTicks) per frame */
39 static const Uint32 TICKS_PER_FRAME = (Uint32) (1000.0 / LOGICAL_FPS);
40 /** don't skip more than every 2nd frame */
41 static const int MAX_FRAME_SKIP = 2;
43 ScreenManager::ScreenManager() :
55 screenshot_requested(false)
57 using namespace scripting;
58 TimeScheduler::instance = new TimeScheduler();
61 ScreenManager::~ScreenManager()
63 using namespace scripting;
64 delete TimeScheduler::instance;
65 TimeScheduler::instance = NULL;
67 for(std::vector<Screen*>::iterator i = screen_stack.begin();
68 i != screen_stack.end(); ++i) {
74 ScreenManager::push_screen(Screen* screen, ScreenFade* screen_fade)
76 this->next_screen.reset(screen);
77 this->screen_fade.reset(screen_fade);
84 ScreenManager::exit_screen(ScreenFade* screen_fade)
86 next_screen.reset(NULL);
87 this->screen_fade.reset(screen_fade);
93 ScreenManager::set_screen_fade(ScreenFade* screen_fade)
95 this->screen_fade.reset(screen_fade);
99 ScreenManager::quit(ScreenFade* screen_fade)
101 for(std::vector<Screen*>::iterator i = screen_stack.begin();
102 i != screen_stack.end(); ++i)
104 screen_stack.clear();
106 exit_screen(screen_fade);
110 ScreenManager::set_speed(float speed)
116 ScreenManager::get_speed() const
122 ScreenManager::has_no_pending_fadeout() const
124 return screen_fade.get() == NULL || screen_fade->done();
128 ScreenManager::draw_fps(DrawingContext& context, float fps_fps)
131 snprintf(str, sizeof(str), "%3.1f", fps_fps);
132 const char* fpstext = "FPS";
133 context.draw_text(Resources::small_font, fpstext,
134 Vector(SCREEN_WIDTH - Resources::small_font->get_text_width(fpstext) - Resources::small_font->get_text_width(" 99999") - BORDER_X,
135 BORDER_Y + 20), ALIGN_LEFT, LAYER_HUD);
136 context.draw_text(Resources::small_font, str, Vector(SCREEN_WIDTH - BORDER_X, BORDER_Y + 20), ALIGN_RIGHT, LAYER_HUD);
140 ScreenManager::draw(DrawingContext& context)
142 static Uint32 fps_ticks = SDL_GetTicks();
143 static int frame_count = 0;
145 current_screen->draw(context);
146 if(MenuManager::current() != NULL)
147 MenuManager::current()->draw(context);
148 if(screen_fade.get() != NULL)
149 screen_fade->draw(context);
150 Console::instance->draw(context);
152 if(g_config->show_fps)
153 draw_fps(context, fps);
155 // if a screenshot was requested, pass request on to drawing_context
156 if (screenshot_requested) {
157 context.take_screenshot();
158 screenshot_requested = false;
160 context.do_drawing();
162 /* Calculate frames per second */
163 if(g_config->show_fps)
167 if(SDL_GetTicks() - fps_ticks >= 500)
169 fps = (float) frame_count / .5;
171 fps_ticks = SDL_GetTicks();
177 ScreenManager::update_gamelogic(float elapsed_time)
179 scripting::update_debugger();
180 scripting::TimeScheduler::instance->update(game_time);
181 current_screen->update(elapsed_time);
182 if (MenuManager::current() != NULL)
183 MenuManager::current()->update();
184 if(screen_fade.get() != NULL)
185 screen_fade->update(elapsed_time);
186 Console::instance->update(elapsed_time);
190 ScreenManager::process_events()
192 g_jk_controller->update();
193 Uint8* keystate = SDL_GetKeyState(NULL);
195 while(SDL_PollEvent(&event))
197 g_jk_controller->process_event(event);
199 if(MenuManager::current() != NULL)
200 MenuManager::current()->event(event);
208 case SDL_VIDEORESIZE:
209 Renderer::instance()->resize(event.resize.w, event.resize.h);
210 MenuManager::recalc_pos();
214 if (event.key.keysym.sym == SDLK_F10)
216 g_config->show_fps = !g_config->show_fps;
218 if (event.key.keysym.sym == SDLK_F11)
220 g_config->use_fullscreen = !g_config->use_fullscreen;
221 Renderer::instance()->apply_config();
222 MenuManager::recalc_pos();
224 else if (event.key.keysym.sym == SDLK_PRINT ||
225 event.key.keysym.sym == SDLK_F12)
229 else if (event.key.keysym.sym == SDLK_F1 &&
230 (keystate[SDLK_LCTRL] || keystate[SDLK_RCTRL]) &&
233 Console::instance->toggle();
234 g_config->console_enabled = true;
243 ScreenManager::handle_screen_switch()
245 while( (next_screen.get() != NULL || nextpop) &&
246 has_no_pending_fadeout()) {
247 if(current_screen.get() != NULL) {
248 current_screen->leave();
252 if(screen_stack.empty()) {
256 next_screen.reset(screen_stack.back());
257 screen_stack.pop_back();
259 if(nextpush && current_screen.get() != NULL) {
260 screen_stack.push_back(current_screen.release());
266 Screen* next_screen_ptr = next_screen.release();
267 next_screen.reset(0);
269 next_screen_ptr->setup();
270 current_screen.reset(next_screen_ptr);
271 screen_fade.reset(NULL);
273 waiting_threads.wakeup();
278 ScreenManager::run(DrawingContext &context)
280 Uint32 last_ticks = 0;
281 Uint32 elapsed_ticks = 0;
286 handle_screen_switch();
287 if(!running || current_screen.get() == NULL)
290 Uint32 ticks = SDL_GetTicks();
291 elapsed_ticks += ticks - last_ticks;
294 Uint32 ticks_per_frame = (Uint32) (TICKS_PER_FRAME * g_game_speed);
296 if (elapsed_ticks > ticks_per_frame*4) {
297 // when the game loads up or levels are switched the
298 // elapsed_ticks grows extremely large, so we just ignore those
303 if(elapsed_ticks < ticks_per_frame)
305 Uint32 delay_ticks = ticks_per_frame - elapsed_ticks;
306 SDL_Delay(delay_ticks);
307 last_ticks += delay_ticks;
308 elapsed_ticks += delay_ticks;
313 while(elapsed_ticks >= ticks_per_frame && frames < MAX_FRAME_SKIP)
315 elapsed_ticks -= ticks_per_frame;
316 float timestep = 1.0 / LOGICAL_FPS;
317 real_time += timestep;
319 game_time += timestep;
322 update_gamelogic(timestep);
328 sound_manager->update();
333 ScreenManager::take_screenshot()
335 screenshot_requested = true;