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