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/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"
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;
45 ScreenManager::ScreenManager() :
47 m_menu_storage(new MenuStorage),
48 m_menu_manager(new MenuManager),
58 m_screenshot_requested(false)
60 using namespace scripting;
61 TimeScheduler::instance = new TimeScheduler();
64 ScreenManager::~ScreenManager()
66 using namespace scripting;
67 delete TimeScheduler::instance;
68 TimeScheduler::instance = NULL;
72 ScreenManager::push_screen(std::unique_ptr<Screen> screen, std::unique_ptr<ScreenFade> screen_fade)
74 assert(!m_next_screen);
75 m_next_screen = std::move(screen);
76 m_screen_fade = std::move(screen_fade);
77 m_nextpush = !m_nextpop;
83 ScreenManager::exit_screen(std::unique_ptr<ScreenFade> screen_fade)
85 m_next_screen.reset();
86 m_screen_fade = std::move(screen_fade);
92 ScreenManager::set_screen_fade(std::unique_ptr<ScreenFade> screen_fade)
94 m_screen_fade = std::move(screen_fade);
98 ScreenManager::quit(std::unique_ptr<ScreenFade> screen_fade)
100 m_screen_stack.clear();
101 exit_screen(std::move(screen_fade));
105 ScreenManager::set_speed(float speed)
111 ScreenManager::get_speed() const
117 ScreenManager::has_no_pending_fadeout() const
119 return !m_screen_fade || m_screen_fade->done();
123 ScreenManager::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(Resources::small_font, fpstext,
129 Vector(SCREEN_WIDTH - Resources::small_font->get_text_width(fpstext) - Resources::small_font->get_text_width(" 99999") - BORDER_X,
130 BORDER_Y + 20), ALIGN_LEFT, LAYER_HUD);
131 context.draw_text(Resources::small_font, str, Vector(SCREEN_WIDTH - BORDER_X, BORDER_Y + 20), ALIGN_RIGHT, LAYER_HUD);
135 ScreenManager::draw(DrawingContext& context)
137 static Uint32 fps_ticks = SDL_GetTicks();
138 static int frame_count = 0;
140 m_current_screen->draw(context);
141 m_menu_manager->draw(context);
144 m_screen_fade->draw(context);
146 Console::instance->draw(context);
148 if (g_config->show_fps)
150 draw_fps(context, m_fps);
153 // if a screenshot was requested, pass request on to drawing_context
154 if (m_screenshot_requested)
156 context.take_screenshot();
157 m_screenshot_requested = false;
159 context.do_drawing();
161 /* Calculate frames per second */
162 if (g_config->show_fps)
166 if (SDL_GetTicks() - fps_ticks >= 500)
168 m_fps = (float) frame_count / .5;
170 fps_ticks = SDL_GetTicks();
176 ScreenManager::update_gamelogic(float elapsed_time)
178 scripting::update_debugger();
179 scripting::TimeScheduler::instance->update(game_time);
180 m_current_screen->update(elapsed_time);
181 m_menu_manager->process_input();
184 m_screen_fade->update(elapsed_time);
186 Console::instance->update(elapsed_time);
190 ScreenManager::process_events()
192 g_input_manager->update();
194 while (SDL_PollEvent(&event))
196 g_input_manager->process_event(event);
198 m_menu_manager->event(event);
206 case SDL_WINDOWEVENT:
207 switch(event.window.event)
209 case SDL_WINDOWEVENT_RESIZED:
210 Renderer::instance()->resize(event.window.data1,
212 m_menu_manager->on_window_resize();
218 if (event.key.keysym.sym == SDLK_F10)
220 g_config->show_fps = !g_config->show_fps;
222 else if (event.key.keysym.sym == SDLK_F11)
224 g_config->use_fullscreen = !g_config->use_fullscreen;
225 Renderer::instance()->apply_config();
226 m_menu_manager->on_window_resize();
228 else if (event.key.keysym.sym == SDLK_PRINTSCREEN ||
229 event.key.keysym.sym == SDLK_F12)
233 else if (event.key.keysym.sym == SDLK_F1 &&
234 event.key.keysym.mod & KMOD_CTRL)
236 Console::instance->toggle();
237 g_config->console_enabled = true;
246 ScreenManager::handle_screen_switch()
248 while ((m_next_screen || m_nextpop) &&
249 has_no_pending_fadeout())
251 if (m_current_screen) {
252 m_current_screen->leave();
256 if (m_screen_stack.empty()) {
260 m_next_screen = std::move(m_screen_stack.back());
261 m_screen_stack.pop_back();
263 if (m_nextpush && m_current_screen) {
264 m_screen_stack.push_back(std::move(m_current_screen));
270 m_current_screen = std::move(m_next_screen);
271 if (m_current_screen)
273 m_current_screen->setup();
275 m_screen_fade.reset();
277 m_waiting_threads.wakeup();
282 ScreenManager::run(DrawingContext &context)
284 Uint32 last_ticks = 0;
285 Uint32 elapsed_ticks = 0;
290 handle_screen_switch();
291 if (!m_running || !m_current_screen)
296 Uint32 ticks = SDL_GetTicks();
297 elapsed_ticks += ticks - last_ticks;
300 Uint32 ticks_per_frame = (Uint32) (TICKS_PER_FRAME * g_game_speed);
302 if (elapsed_ticks > ticks_per_frame*4)
304 // when the game loads up or levels are switched the
305 // elapsed_ticks grows extremely large, so we just ignore those
310 if (elapsed_ticks < ticks_per_frame)
312 Uint32 delay_ticks = ticks_per_frame - elapsed_ticks;
313 SDL_Delay(delay_ticks);
314 last_ticks += delay_ticks;
315 elapsed_ticks += delay_ticks;
320 while (elapsed_ticks >= ticks_per_frame && frames < MAX_FRAME_SKIP)
322 elapsed_ticks -= ticks_per_frame;
323 float timestep = 1.0 / LOGICAL_FPS;
324 real_time += timestep;
326 game_time += timestep;
329 update_gamelogic(timestep);
335 sound_manager->update();
340 ScreenManager::take_screenshot()
342 m_screenshot_requested = true;