2007-05-27 12:01:53 -04:00
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// $Id: screen_manager.cpp 855 2006-11-17 01:50:37Z coz $
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//
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// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2004 Ingo Ruhnke <grumbel@gmx.de>
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 2
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include <cstdlib>
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#ifdef __APPLE__
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# include <OpenGL/gl.h>
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#else
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2007-08-23 23:42:59 -04:00
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# ifdef WIN32
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# define WIN32_LEAN_AND_MEAN
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# include <windows.h>
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# endif
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2007-05-27 12:01:53 -04:00
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# include <GL/gl.h>
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#endif
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#include <SDL/SDL.h>
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#include <assert.h>
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#include "sdldrv.hpp"
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#include "game_manager.hpp"
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#include "gui/menu_manager.hpp"
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#include "sound_manager.hpp"
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#include "material_manager.hpp"
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#include "race_manager.hpp"
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#include "world.hpp"
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#include "user_config.hpp"
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#include "scene.hpp"
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#include "history.hpp"
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GameManager* game_manager = 0;
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GameManager::GameManager() :
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m_abort(false),
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m_frame_count(0),
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m_started(false),
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m_curr_time(m_prev_time),
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m_prev_time(SDL_GetTicks())
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{
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} // GameManager
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//-----------------------------------------------------------------------------
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GameManager::~GameManager()
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{
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} // ~GameManager
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//-----------------------------------------------------------------------------
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void GameManager::run()
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{
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while(!m_abort)
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{
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// Run input processing.
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// FIXME: rename this to sdl_input or something.
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drv_loop();
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// Now the screen may have changed and
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// needs to be updated.
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if(m_started) m_prev_time = m_curr_time;
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else
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{
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m_prev_time = SDL_GetTicks();
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m_started = true;
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}
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m_curr_time = SDL_GetTicks();
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if (race_manager->raceIsActive())
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{
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2007-06-14 18:34:15 -04:00
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scene->draw((m_curr_time - m_prev_time ) * 0.001);
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2007-06-09 21:13:39 -04:00
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if ( world->getPhase() != World::LIMBO_PHASE)
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2007-05-27 12:01:53 -04:00
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{
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world->update((m_curr_time - m_prev_time ) * 0.001);
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if(user_config->m_profile)
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{
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m_frame_count++;
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if (world->m_clock>user_config->m_profile)
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{
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//FIXME: SDL_GetTicks() includes the loading time,
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//so the FPS will be skewed for now.
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printf("Number of frames: %d time %f, Average FPS: %f\n",
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m_frame_count, SDL_GetTicks() * 0.001,
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(float)m_frame_count/(SDL_GetTicks() * 0.001));
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if(!user_config->m_replay_history) history->Save();
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std::exit(-2);
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}
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} // if m_profile
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}
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}
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else
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{
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glMatrixMode ( GL_PROJECTION ) ;
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glLoadIdentity () ;
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glMatrixMode ( GL_MODELVIEW ) ;
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glLoadIdentity () ;
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glDisable ( GL_DEPTH_TEST ) ;
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glDisable ( GL_LIGHTING ) ;
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glDisable ( GL_FOG ) ;
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glDisable ( GL_CULL_FACE ) ;
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glDisable ( GL_ALPHA_TEST ) ;
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glEnable ( GL_TEXTURE_2D ) ;
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// On at least one platform the X server apparently gets overloaded
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// by the large texture, resulting in buffering of key events. This
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// results in the menu being very unresponsive/slow - it can sometimes
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// take (say) half a second before the menu reacts to a pressed key.
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// This is caused by X buffering the key events, delivering them
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// later (and sometimes even several at the same frame). This issue
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// could either be solved by a lazy drawing of the background picture
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// (i.e. draw the background only if something has changed) - which is
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// a lot of implementation work ... or by sleeping for a little while,
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// which apparently reduces the load for the X server, so that no
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// buffering is done --> all key events are handled in time.
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#if !defined(WIN32) && !defined(__CYGWIN__)
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// usleep(2000);
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#endif
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//Draw the splash screen
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glBindTexture(GL_TEXTURE_2D,material_manager->getMaterial("st_title_screen.rgb")->getIndex());
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glBegin ( GL_QUADS ) ;
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glColor3f (1, 1, 1 ) ;
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glTexCoord2f(0, 0); glVertex2i(-1, -1);
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glTexCoord2f(1, 0); glVertex2i( 1, -1);
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glTexCoord2f(1, 1); glVertex2i( 1, 1);
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glTexCoord2f(0, 1); glVertex2i(-1, 1);
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glEnd () ;
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}
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menu_manager->update();
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sound_manager->update();
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glFlush();
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SDL_GL_SwapBuffers();
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} // while !m_exit
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} // run
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//-----------------------------------------------------------------------------
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void GameManager::abort()
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{
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m_abort = true;
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}
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/* EOF */
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