Renamed MenuManager::recalc_pos() -> MenuManager::on_window_resize() and Menu::update...
[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
72 void
73 ScreenManager::push_screen(std::unique_ptr<Screen> screen, std::unique_ptr<ScreenFade> screen_fade)
74 {
75   assert(!this->next_screen);
76   this->next_screen = std::move(screen);
77   this->screen_fade = std::move(screen_fade);
78   nextpush = !nextpop;
79   nextpop = false;
80   speed = 1.0f;
81 }
82
83 void
84 ScreenManager::exit_screen(std::unique_ptr<ScreenFade> screen_fade)
85 {
86   next_screen.reset();
87   this->screen_fade = std::move(screen_fade);
88   nextpop = true;
89   nextpush = false;
90 }
91
92 void
93 ScreenManager::set_screen_fade(std::unique_ptr<ScreenFade> screen_fade)
94 {
95   this->screen_fade = std::move(screen_fade);
96 }
97
98 void
99 ScreenManager::quit(std::unique_ptr<ScreenFade> screen_fade)
100 {
101   screen_stack.clear();
102   exit_screen(std::move(screen_fade));
103 }
104
105 void
106 ScreenManager::set_speed(float speed)
107 {
108   this->speed = speed;
109 }
110
111 float
112 ScreenManager::get_speed() const
113 {
114   return speed;
115 }
116
117 bool
118 ScreenManager::has_no_pending_fadeout() const
119 {
120   return screen_fade.get() == NULL || screen_fade->done();
121 }
122
123 void
124 ScreenManager::draw_fps(DrawingContext& context, float fps_fps)
125 {
126   char str[60];
127   snprintf(str, sizeof(str), "%3.1f", fps_fps);
128   const char* fpstext = "FPS";
129   context.draw_text(Resources::small_font, fpstext, 
130                     Vector(SCREEN_WIDTH - Resources::small_font->get_text_width(fpstext) - Resources::small_font->get_text_width(" 99999") - BORDER_X, 
131                            BORDER_Y + 20), ALIGN_LEFT, LAYER_HUD);
132   context.draw_text(Resources::small_font, str, Vector(SCREEN_WIDTH - BORDER_X, BORDER_Y + 20), ALIGN_RIGHT, LAYER_HUD);
133 }
134
135 void
136 ScreenManager::draw(DrawingContext& context)
137 {
138   static Uint32 fps_ticks = SDL_GetTicks();
139   static int frame_count = 0;
140
141   current_screen->draw(context);
142   m_menu_manager->draw(context);
143   if(screen_fade.get() != NULL)
144     screen_fade->draw(context);
145   Console::instance->draw(context);
146
147   if(g_config->show_fps)
148     draw_fps(context, fps);
149
150   // if a screenshot was requested, pass request on to drawing_context
151   if (screenshot_requested) {
152     context.take_screenshot();
153     screenshot_requested = false;
154   }
155   context.do_drawing();
156
157   /* Calculate frames per second */
158   if(g_config->show_fps)
159   {
160     ++frame_count;
161
162     if(SDL_GetTicks() - fps_ticks >= 500)
163     {
164       fps = (float) frame_count / .5;
165       frame_count = 0;
166       fps_ticks = SDL_GetTicks();
167     }
168   }
169 }
170
171 void
172 ScreenManager::update_gamelogic(float elapsed_time)
173 {
174   scripting::update_debugger();
175   scripting::TimeScheduler::instance->update(game_time);
176   current_screen->update(elapsed_time);
177   m_menu_manager->process_input();
178   if(screen_fade.get() != NULL)
179     screen_fade->update(elapsed_time);
180   Console::instance->update(elapsed_time);
181 }
182
183 void
184 ScreenManager::process_events()
185 {
186   g_input_manager->update();
187   SDL_Event event;
188   while(SDL_PollEvent(&event)) 
189   {
190     g_input_manager->process_event(event);
191
192     m_menu_manager->event(event);
193
194     switch(event.type)
195     {
196       case SDL_QUIT:
197         quit();
198         break;
199               
200       case SDL_WINDOWEVENT:
201         switch(event.window.event)
202         {
203           case SDL_WINDOWEVENT_RESIZED:
204             Renderer::instance()->resize(event.window.data1,
205                                          event.window.data2);
206             m_menu_manager->on_window_resize();
207             break;
208         }
209         break;
210             
211       case SDL_KEYDOWN:
212         if (event.key.keysym.sym == SDLK_F10)
213         {
214           g_config->show_fps = !g_config->show_fps;
215         }
216         if (event.key.keysym.sym == SDLK_F11) 
217         {
218           g_config->use_fullscreen = !g_config->use_fullscreen;
219           Renderer::instance()->apply_config();
220           m_menu_manager->on_window_resize();
221         }
222         else if (event.key.keysym.sym == SDLK_PRINTSCREEN ||
223                  event.key.keysym.sym == SDLK_F12)
224         {
225           take_screenshot();
226         }
227         else if (event.key.keysym.sym == SDLK_F1 &&
228                  event.key.keysym.mod & KMOD_CTRL)
229         {
230           Console::instance->toggle();
231           g_config->console_enabled = true;
232           g_config->save();
233         }
234         break;
235     }
236   }
237 }
238
239 void
240 ScreenManager::handle_screen_switch()
241 {
242   while((next_screen || nextpop) &&
243         has_no_pending_fadeout())
244   {
245     if(current_screen) {
246       current_screen->leave();
247     }
248
249     if(nextpop) {
250       if(screen_stack.empty()) {
251         running = false;
252         break;
253       }
254       next_screen = std::move(screen_stack.back());
255       screen_stack.pop_back();
256     }
257     if(nextpush && current_screen) {
258       screen_stack.push_back(std::move(current_screen));
259     }
260
261     nextpush = false;
262     nextpop = false;
263     speed = 1.0;
264     current_screen = std::move(next_screen);
265     if(current_screen)
266       current_screen->setup();
267     screen_fade.reset();
268
269     waiting_threads.wakeup();
270   }
271 }
272
273 void
274 ScreenManager::run(DrawingContext &context)
275 {
276   Uint32 last_ticks = 0;
277   Uint32 elapsed_ticks = 0;
278
279   running = true;
280   while(running) {
281
282     handle_screen_switch();
283     if(!running || !current_screen)
284       break;
285
286     Uint32 ticks = SDL_GetTicks();
287     elapsed_ticks += ticks - last_ticks;
288     last_ticks = ticks;
289
290     Uint32 ticks_per_frame = (Uint32) (TICKS_PER_FRAME * g_game_speed);
291
292     if (elapsed_ticks > ticks_per_frame*4) {
293       // when the game loads up or levels are switched the
294       // elapsed_ticks grows extremely large, so we just ignore those
295       // large time jumps
296       elapsed_ticks = 0;
297     }
298
299     if(elapsed_ticks < ticks_per_frame)
300     {
301       Uint32 delay_ticks = ticks_per_frame - elapsed_ticks;
302       SDL_Delay(delay_ticks);
303       last_ticks += delay_ticks;
304       elapsed_ticks += delay_ticks;
305     }
306
307     int frames = 0;
308
309     while(elapsed_ticks >= ticks_per_frame && frames < MAX_FRAME_SKIP) 
310     {
311       elapsed_ticks -= ticks_per_frame;
312       float timestep = 1.0 / LOGICAL_FPS;
313       real_time += timestep;
314       timestep *= speed;
315       game_time += timestep;
316
317       process_events();
318       update_gamelogic(timestep);
319       frames += 1;
320     }
321
322     draw(context);
323
324     sound_manager->update();
325   }
326 }
327
328 void 
329 ScreenManager::take_screenshot()
330 {
331   screenshot_requested = true;
332 }
333
334 /* EOF */