stk-code_catmod/src/game_manager.cpp

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