tibia-client/src/framework/core/graphicalapplication.cpp

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/*
* Copyright (c) 2010-2013 OTClient <https://github.com/edubart/otclient>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include "graphicalapplication.h"
#include <framework/core/clock.h>
#include <framework/core/eventdispatcher.h>
#include <framework/platform/platformwindow.h>
#include <framework/ui/uimanager.h>
#include <framework/graphics/graphics.h>
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#include <framework/graphics/particlemanager.h>
#include <framework/graphics/texturemanager.h>
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#include <framework/graphics/painter.h>
#ifdef FW_SOUND
#include <framework/sound/soundmanager.h>
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#endif
GraphicalApplication g_app;
void GraphicalApplication::init(std::vector<std::string>& args)
{
Application::init(args);
// setup platform window
g_window.init();
g_window.hide();
g_window.setOnResize(std::bind(&GraphicalApplication::resize, this, std::placeholders::_1));
g_window.setOnInputEvent(std::bind(&GraphicalApplication::inputEvent, this, std::placeholders::_1));
g_window.setOnClose(std::bind(&GraphicalApplication::close, this));
// initialize ui
g_ui.init();
// initialize graphics
g_graphics.init();
// fire first resize event
resize(g_window.getSize());
#ifdef FW_SOUND
// initialize sound
g_sounds.init();
#endif
}
void GraphicalApplication::deinit()
{
// hide the window because there is no render anymore
g_window.hide();
Application::deinit();
}
void GraphicalApplication::terminate()
{
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// destroy particles
g_particles.terminate();
// destroy any reamaning widget
g_ui.terminate();
Application::terminate();
m_terminated = false;
#ifdef FW_SOUND
// terminate sound
g_sounds.terminate();
#endif
// terminate graphics
m_foreground = nullptr;
g_graphics.terminate();
g_window.terminate();
m_terminated = true;
}
void GraphicalApplication::run()
{
m_running = true;
// first clock update
g_clock.update();
// run the first poll
poll();
g_clock.update();
// show window
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g_window.show();
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// run the second poll
poll();
g_clock.update();
g_lua.callGlobalField("g_app", "onRun");
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while(!m_stopping) {
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// poll all events before rendering
poll();
if(g_window.isVisible()) {
// the screen consists of two panes
// background pane - high updated and animated pane (where the game are stuff happens)
// foreground pane - steady pane with few animated stuff (UI)
bool redraw = false;
bool updateForeground = false;
bool cacheForeground = g_graphics.canCacheBackbuffer() && m_foregroundFrameCounter.getMaxFps() != 0;
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if(m_backgroundFrameCounter.shouldProcessNextFrame()) {
redraw = true;
if(m_mustRepaint || m_foregroundFrameCounter.shouldProcessNextFrame()) {
m_mustRepaint = false;
updateForeground = true;
}
}
if(redraw) {
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if(cacheForeground) {
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Rect viewportRect(0, 0, g_painter->getResolution());
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// draw the foreground into a texture
if(updateForeground) {
m_foregroundFrameCounter.processNextFrame();
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// draw foreground
g_painter->setAlphaWriting(true);
g_painter->clear(Color::alpha);
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g_ui.render(Fw::ForegroundPane);
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// copy the foreground to a texture
m_foreground->copyFromScreen(viewportRect);
g_painter->clear(Color::black);
g_painter->setAlphaWriting(false);
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}
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// draw background (animated stuff)
m_backgroundFrameCounter.processNextFrame();
g_ui.render(Fw::BackgroundPane);
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// draw the foreground (steady stuff)
g_painter->setColor(Color::white);
g_painter->setOpacity(1.0);
g_painter->drawTexturedRect(viewportRect, m_foreground, viewportRect);
} else {
m_foregroundFrameCounter.processNextFrame();
m_backgroundFrameCounter.processNextFrame();
g_ui.render(Fw::BothPanes);
}
// update screen pixels
g_window.swapBuffers();
}
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// only update the current time once per frame to gain performance
g_clock.update();
m_backgroundFrameCounter.update();
m_foregroundFrameCounter.update();
int sleepMicros = m_backgroundFrameCounter.getMaximumSleepMicros();
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if(sleepMicros >= AdaptativeFrameCounter::MINIMUM_MICROS_SLEEP)
stdext::microsleep(sleepMicros);
} else {
// sleeps until next poll to avoid massive cpu usage
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stdext::millisleep(POLL_CYCLE_DELAY+1);
g_clock.update();
}
}
m_stopping = false;
m_running = false;
}
void GraphicalApplication::poll()
{
#ifdef FW_SOUND
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g_sounds.poll();
#endif
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// poll window input events
g_window.poll();
g_particles.update();
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g_textures.poll();
Application::poll();
}
void GraphicalApplication::close()
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{
m_onInputEvent = true;
Application::close();
m_onInputEvent = false;
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}
void GraphicalApplication::resize(const Size& size)
{
m_onInputEvent = true;
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g_graphics.resize(size);
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g_ui.resize(size);
m_onInputEvent = false;
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if(g_graphics.canCacheBackbuffer()) {
m_foreground = TexturePtr(new Texture(size));
m_foreground->setUpsideDown(true);
}
m_mustRepaint = true;
}
void GraphicalApplication::inputEvent(const InputEvent& event)
{
m_onInputEvent = true;
g_ui.inputEvent(event);
m_onInputEvent = false;
}