// $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 // // 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 #ifdef __APPLE__ # include #else # ifdef WIN32 # define WIN32_LEAN_AND_MEAN # include # endif # include #endif #include #include #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() { const GLuint TITLE_SCREEN_TEXTURE = material_manager->getMaterial("st_title_screen.rgb")->getIndex(); while(!m_abort) { sdl_input(); // Now the screen may have changed and // needs to be updated. if(m_started) m_prev_time = m_curr_time; else if( race_manager->raceIsActive() ) { 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 ) * 0.001f); if ( world->getPhase() != World::LIMBO_PHASE) { world->update((m_curr_time - m_prev_time ) * 0.001f); 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,TITLE_SCREEN_TEXTURE); 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 */