some optimizations

master
Eduardo Bart 12 years ago
parent 4c143f4a33
commit 1c5b906b5b

@ -48,6 +48,7 @@ clean sprites cache periodically
handle corrupt errors in dat/spr handle corrupt errors in dat/spr
throw exceptions when fail to read a file throw exceptions when fail to read a file
fix C++ exceptions messages inside onExtendedOpcode fix C++ exceptions messages inside onExtendedOpcode
rework outfit masks drawing
* framework * framework
rework Settings/g_configs rework Settings/g_configs

@ -167,7 +167,6 @@ void Application::run()
if(!m_initialized) if(!m_initialized)
return; return;
//ticks_t lastPollTicks = g_clock.updateTicks();
m_stopping = false; m_stopping = false;
m_running = true; m_running = true;
@ -176,10 +175,10 @@ void Application::run()
g_lua.callGlobalField("g_app", "onRun"); g_lua.callGlobalField("g_app", "onRun");
while(!m_stopping) { // first clock update
// only update the current time once per frame to gain performance g_clock.update();
g_clock.updateTicks();
while(!m_stopping) {
// poll all events before rendering // poll all events before rendering
poll(); poll();
@ -215,20 +214,16 @@ void Application::run()
m_foreground->copyFromScreen(viewportRect); m_foreground->copyFromScreen(viewportRect);
} }
//glClearColor(0,0,0,0);
//glClear(GL_COLOR_BUFFER_BIT);
// draw background (animated stuff) // draw background (animated stuff)
m_backgroundFrameCounter.processNextFrame(); m_backgroundFrameCounter.processNextFrame();
g_ui.render(false); g_ui.render(false);
// transform projection matrix to render upside down
Matrix3 projectionMatrix = g_painter->getProjectionMatrix();
projectionMatrix(2,2) *= -1.0f;
projectionMatrix(3,2) *= -1.0f;
// draw the foreground (steady stuff) // draw the foreground (steady stuff)
g_painter->saveAndResetState(); g_painter->setColor(Color::white);
g_painter->setProjectionMatrix(projectionMatrix);
g_painter->drawTexturedRect(viewportRect, m_foreground, viewportRect); g_painter->drawTexturedRect(viewportRect, m_foreground, viewportRect);
g_painter->restoreSavedState();
g_graphics.endRender(); g_graphics.endRender();
@ -236,6 +231,9 @@ void Application::run()
g_window.swapBuffers(); g_window.swapBuffers();
} }
// only update the current time once per frame to gain performance
g_clock.update();
m_backgroundFrameCounter.update(); m_backgroundFrameCounter.update();
m_foregroundFrameCounter.update(); m_foregroundFrameCounter.update();
@ -246,7 +244,8 @@ void Application::run()
} else { } else {
// sleeps until next poll to avoid massive cpu usage // sleeps until next poll to avoid massive cpu usage
g_clock.sleep(POLL_CYCLE_DELAY+1); stdext::millisleep(POLL_CYCLE_DELAY+1);
g_clock.update();
} }
} }
@ -288,6 +287,7 @@ void Application::resize(const Size& size)
m_onInputEvent = false; m_onInputEvent = false;
m_foreground = TexturePtr(new Texture(size.width(), size.height())); m_foreground = TexturePtr(new Texture(size.width(), size.height()));
m_foreground->setUpsideDown(true);
m_mustRepaint = true; m_mustRepaint = true;
} }

@ -21,6 +21,7 @@
*/ */
#include "adaptativeframecounter.h" #include "adaptativeframecounter.h"
#include "clock.h"
AdaptativeFrameCounter::AdaptativeFrameCounter() AdaptativeFrameCounter::AdaptativeFrameCounter()
{ {
@ -35,8 +36,8 @@ AdaptativeFrameCounter::AdaptativeFrameCounter()
m_maxFps = 0; m_maxFps = 0;
m_sleepMicros = 0; m_sleepMicros = 0;
m_mediumFrameDelay = 0; m_mediumFrameDelay = 0;
m_lastFpsUpdate = stdext::micros(); m_lastFpsUpdate = g_clock.micros();
m_lastPartialFpsUpdate = stdext::micros(); m_lastPartialFpsUpdate = g_clock.micros();
} }
bool AdaptativeFrameCounter::shouldProcessNextFrame() bool AdaptativeFrameCounter::shouldProcessNextFrame()
@ -44,7 +45,7 @@ bool AdaptativeFrameCounter::shouldProcessNextFrame()
if(m_maxFps == 0) if(m_maxFps == 0)
return true; return true;
ticks_t now = stdext::micros(); ticks_t now = g_clock.micros();
if(now - m_lastFrame < m_bestFrameDelay) if(now - m_lastFrame < m_bestFrameDelay)
return false; return false;
return true; return true;
@ -52,7 +53,7 @@ bool AdaptativeFrameCounter::shouldProcessNextFrame()
void AdaptativeFrameCounter::processNextFrame() void AdaptativeFrameCounter::processNextFrame()
{ {
ticks_t now = stdext::micros(); ticks_t now = g_clock.micros();
m_frames++; m_frames++;
m_partialFrames++; m_partialFrames++;
m_frameDelaySum += now - m_lastFrame; m_frameDelaySum += now - m_lastFrame;
@ -61,7 +62,7 @@ void AdaptativeFrameCounter::processNextFrame()
void AdaptativeFrameCounter::update() void AdaptativeFrameCounter::update()
{ {
ticks_t now = stdext::micros(); ticks_t now = g_clock.micros();
ticks_t delta = now - m_lastPartialFpsUpdate; ticks_t delta = now - m_lastPartialFpsUpdate;
if(delta > 41000 && m_partialFrames > 0) { if(delta > 41000 && m_partialFrames > 0) {
m_partialFps = m_partialFrames / (delta / 1000000.0f); m_partialFps = m_partialFrames / (delta / 1000000.0f);
@ -101,7 +102,7 @@ int AdaptativeFrameCounter::getMaximumSleepMicros()
{ {
if(m_maxFps == 0) if(m_maxFps == 0)
return 0; return 0;
return m_lastFrame + m_bestFrameDelay - stdext::micros(); return m_lastFrame + m_bestFrameDelay - g_clock.micros();
} }
float AdaptativeFrameCounter::getFrameDelayHit() float AdaptativeFrameCounter::getFrameDelayHit()

@ -22,30 +22,18 @@
#include "clock.h" #include "clock.h"
// for usleep
#include <unistd.h>
Clock g_clock; Clock g_clock;
Clock::Clock() Clock::Clock()
{ {
m_startupTime = std::chrono::high_resolution_clock::now(); m_currentMicros = 0;
m_currentTicks = 0; m_currentMillis = 0;
} m_currentSeconds = 0;
ticks_t Clock::updateTicks()
{
m_currentTicks = asyncTicks();
m_currentTime = m_currentTicks/1000.0f;
return m_currentTicks;
}
ticks_t Clock::asyncTicks()
{
auto timeNow = std::chrono::high_resolution_clock::now();
return std::chrono::duration_cast<std::chrono::milliseconds>(timeNow - m_startupTime).count();
} }
void Clock::sleep(int ms) void Clock::update()
{ {
usleep(ms * 1000); m_currentMicros = stdext::micros();
m_currentMillis = m_currentMicros / 1000;
m_currentSeconds = m_currentMicros / 1000000.0f;
} }

@ -30,23 +30,16 @@ class Clock
public: public:
Clock(); Clock();
ticks_t updateTicks(); void update();
void sleep(int ms);
ticks_t asyncTicks(); ticks_t micros() { return m_currentMicros; }
ticks_t ticks() { return m_currentTicks; } ticks_t millis() { return m_currentMillis; }
ticks_t ticksElapsed(ticks_t prevTicks) { return m_currentTicks - prevTicks; } float seconds() { return m_currentSeconds; }
ticks_t ticksFor(int delay) { return m_currentTicks + delay; }
float asyncTime() { return asyncTicks()/1000.0f; }
float time() { return m_currentTime; }
float timeElapsed(float prevTime) { return m_currentTime - prevTime; }
float timeFor(float delay) { return m_currentTime + delay; }
private: private:
ticks_t m_currentTicks; ticks_t m_currentMicros;
float m_currentTime; ticks_t m_currentMillis;
std::chrono::system_clock::time_point m_startupTime; float m_currentSeconds;
}; };
extern Clock g_clock; extern Clock g_clock;

@ -53,11 +53,11 @@ class ScheduledEvent : public Event
{ {
public: public:
ScheduledEvent(const std::function<void()>& callback, int delay) : Event(callback) { ScheduledEvent(const std::function<void()>& callback, int delay) : Event(callback) {
m_ticks = g_clock.ticksFor(delay); m_ticks = g_clock.millis() + delay;
} }
int ticks() const { return m_ticks; } int ticks() const { return m_ticks; }
int reamaningTicks() const { return m_ticks - g_clock.ticks(); } int reamaningTicks() const { return m_ticks - g_clock.millis(); }
private: private:
ticks_t m_ticks; ticks_t m_ticks;

@ -26,11 +26,11 @@
void Timer::restart() void Timer::restart()
{ {
m_startTicks = g_clock.ticks(); m_startTicks = g_clock.millis();
m_stopped = false; m_stopped = false;
} }
ticks_t Timer::ticksElapsed() ticks_t Timer::ticksElapsed()
{ {
return g_clock.ticks() - m_startTicks; return g_clock.millis() - m_startTicks;
} }

@ -65,6 +65,7 @@ void FrameBuffer::resize(const Size& size)
m_texture = TexturePtr(new Texture(size.width(), size.height(), 4)); m_texture = TexturePtr(new Texture(size.width(), size.height(), 4));
m_texture->setSmooth(true); m_texture->setSmooth(true);
m_texture->setUpsideDown(true);
if(m_fbo) { if(m_fbo) {
internalBind(); internalBind();
@ -97,8 +98,8 @@ void FrameBuffer::bind()
internalBind(); internalBind();
Matrix3 projectionMatrix = { 2.0f/m_texture->getWidth(), 0.0f, 0.0f, Matrix3 projectionMatrix = { 2.0f/m_texture->getWidth(), 0.0f, 0.0f,
0.0f, 2.0f/m_texture->getHeight(), 0.0f, 0.0f, -2.0f/m_texture->getHeight(), 0.0f,
-1.0f, -1.0f, 1.0f }; -1.0f, 1.0f, 1.0f };
g_painter->saveAndResetState(); g_painter->saveAndResetState();
g_painter->setProjectionMatrix(projectionMatrix); g_painter->setProjectionMatrix(projectionMatrix);

@ -79,6 +79,13 @@ void Graphics::init()
// blending is always enabled // blending is always enabled
glEnable(GL_BLEND); glEnable(GL_BLEND);
// face culling may improve performance
/*
glCullFace(GL_BACK);
glFrontFace(GL_CW);
glEnable(GL_CULL_FACE);
*/
// determine max texture size // determine max texture size
static GLint maxTextureSize = -1; static GLint maxTextureSize = -1;
if(maxTextureSize == -1) if(maxTextureSize == -1)

@ -45,7 +45,7 @@ public:
struct PainterState { struct PainterState {
Matrix3 projectionMatrix; Matrix3 projectionMatrix;
Matrix2 textureMatrix; Matrix3 textureMatrix;
Color color; Color color;
float opacity; float opacity;
Painter::CompositionMode compositionMode; Painter::CompositionMode compositionMode;
@ -75,7 +75,7 @@ public:
virtual void drawBoundingRect(const Rect& dest, int innerLineWidth = 1) = 0; virtual void drawBoundingRect(const Rect& dest, int innerLineWidth = 1) = 0;
virtual void setProjectionMatrix(const Matrix3& projectionMatrix) { m_projectionMatrix = projectionMatrix; } virtual void setProjectionMatrix(const Matrix3& projectionMatrix) { m_projectionMatrix = projectionMatrix; }
virtual void setTextureMatrix(const Matrix2& textureMatrix) { m_textureMatrix = textureMatrix; } virtual void setTextureMatrix(const Matrix3& textureMatrix) { m_textureMatrix = textureMatrix; }
virtual void setColor(const Color& color) { m_color = color; } virtual void setColor(const Color& color) { m_color = color; }
virtual void setOpacity(float opacity) { m_opacity = opacity; } virtual void setOpacity(float opacity) { m_opacity = opacity; }
virtual void setCompositionMode(CompositionMode compositionMode); virtual void setCompositionMode(CompositionMode compositionMode);
@ -87,7 +87,7 @@ public:
void setTexture(const TexturePtr& texture) { setTexture(texture.get()); } void setTexture(const TexturePtr& texture) { setTexture(texture.get()); }
Matrix3 getProjectionMatrix() { return m_projectionMatrix; } Matrix3 getProjectionMatrix() { return m_projectionMatrix; }
Matrix2 getTextureMatrix() { return m_textureMatrix; } Matrix3 getTextureMatrix() { return m_textureMatrix; }
Color getColor() { return m_color; } Color getColor() { return m_color; }
float getOpacity() { return m_opacity; } float getOpacity() { return m_opacity; }
CompositionMode getCompositionMode() { return m_compositionMode; } CompositionMode getCompositionMode() { return m_compositionMode; }
@ -109,7 +109,7 @@ protected:
CoordsBuffer m_coordsBuffer; CoordsBuffer m_coordsBuffer;
Matrix3 m_projectionMatrix; Matrix3 m_projectionMatrix;
Matrix2 m_textureMatrix; Matrix3 m_textureMatrix;
Color m_color; Color m_color;
float m_opacity; float m_opacity;
CompositionMode m_compositionMode; CompositionMode m_compositionMode;

@ -195,7 +195,7 @@ void PainterOGL1::setProjectionMatrix(const Matrix3& projectionMatrix)
updateGlProjectionMatrix(); updateGlProjectionMatrix();
} }
void PainterOGL1::setTextureMatrix(const Matrix2& textureMatrix) void PainterOGL1::setTextureMatrix(const Matrix3& textureMatrix)
{ {
// avoid re-updating texture matrix // avoid re-updating texture matrix
if(m_textureMatrix == textureMatrix) if(m_textureMatrix == textureMatrix)
@ -246,10 +246,10 @@ void PainterOGL1::updateGlProjectionMatrix()
void PainterOGL1::updateGlTextureMatrix() void PainterOGL1::updateGlTextureMatrix()
{ {
float glTextureMatrix[] = { float glTextureMatrix[] = {
m_textureMatrix(1,1), m_textureMatrix(1,2), 0.0f, 0.0f, m_textureMatrix(1,1), m_textureMatrix(1,2), 0.0f, 0.0f,
m_textureMatrix(2,1), m_textureMatrix(2,2), 0.0f, 0.0f, m_textureMatrix(2,1), m_textureMatrix(2,2), 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f, m_textureMatrix(3,1), m_textureMatrix(3,2), 0.0f, m_textureMatrix(3,3),
}; };
setMatrixMode(MatrixTexture); setMatrixMode(MatrixTexture);

@ -57,7 +57,7 @@ public:
void setMatrixMode(MatrixMode matrixMode); void setMatrixMode(MatrixMode matrixMode);
void setProjectionMatrix(const Matrix3& projectionMatrix); void setProjectionMatrix(const Matrix3& projectionMatrix);
void setTextureMatrix(const Matrix2& textureMatrix); void setTextureMatrix(const Matrix3& textureMatrix);
void setColor(const Color& color); void setColor(const Color& color);
void setOpacity(float opacity); void setOpacity(float opacity);

@ -28,13 +28,13 @@ static const std::string glslMainVertexShader = "\n\
static const std::string glslMainWithTexCoordsVertexShader = "\n\ static const std::string glslMainWithTexCoordsVertexShader = "\n\
attribute highp vec2 a_texCoord;\n\ attribute highp vec2 a_texCoord;\n\
uniform highp mat2 textureMatrix;\n\ uniform highp mat3 textureMatrix;\n\
varying highp vec2 texCoord;\n\ varying highp vec2 texCoord;\n\
highp vec4 calculatePosition();\n\ highp vec4 calculatePosition();\n\
void main()\n\ void main()\n\
{\n\ {\n\
gl_Position = calculatePosition();\n\ gl_Position = calculatePosition();\n\
texCoord = textureMatrix * a_texCoord;\n\ texCoord = textureMatrix * vec3(a_texCoord,1);\n\
}\n"; }\n";
static std::string glslPositionOnlyVertexShader = "\n\ static std::string glslPositionOnlyVertexShader = "\n\

@ -28,7 +28,7 @@
PainterShaderProgram::PainterShaderProgram() PainterShaderProgram::PainterShaderProgram()
{ {
m_startTime = g_clock.time(); m_startTime = g_clock.seconds();
m_opacity = 1; m_opacity = 1;
m_color = Color::white; m_color = Color::white;
m_time = 0; m_time = 0;
@ -36,7 +36,7 @@ PainterShaderProgram::PainterShaderProgram()
bool PainterShaderProgram::link() bool PainterShaderProgram::link()
{ {
m_startTime = g_clock.time(); m_startTime = g_clock.seconds();
bindAttributeLocation(VERTEX_ATTR, "a_vertex"); bindAttributeLocation(VERTEX_ATTR, "a_vertex");
bindAttributeLocation(TEXCOORD_ATTR, "a_texCoord"); bindAttributeLocation(TEXCOORD_ATTR, "a_texCoord");
if(ShaderProgram::link()) { if(ShaderProgram::link()) {
@ -72,7 +72,7 @@ void PainterShaderProgram::setProjectionMatrix(const Matrix3& projectionMatrix)
m_projectionMatrix = projectionMatrix; m_projectionMatrix = projectionMatrix;
} }
void PainterShaderProgram::setTextureMatrix(const Matrix2& textureMatrix) void PainterShaderProgram::setTextureMatrix(const Matrix3& textureMatrix)
{ {
if(textureMatrix == m_textureMatrix) if(textureMatrix == m_textureMatrix)
return; return;
@ -104,7 +104,7 @@ void PainterShaderProgram::setOpacity(float opacity)
void PainterShaderProgram::updateTime() void PainterShaderProgram::updateTime()
{ {
float time = g_clock.timeElapsed(m_startTime); float time = g_clock.seconds() - m_startTime;
if(m_time == time) if(m_time == time)
return; return;

@ -52,7 +52,7 @@ public:
bool link(); bool link();
void setProjectionMatrix(const Matrix3& projectionMatrix); void setProjectionMatrix(const Matrix3& projectionMatrix);
void setTextureMatrix(const Matrix2& textureMatrix); void setTextureMatrix(const Matrix3& textureMatrix);
void setColor(const Color& color); void setColor(const Color& color);
void setOpacity(float opacity); void setOpacity(float opacity);
void updateTime(); void updateTime();
@ -63,7 +63,7 @@ private:
Color m_color; Color m_color;
float m_opacity; float m_opacity;
Matrix3 m_projectionMatrix; Matrix3 m_projectionMatrix;
Matrix2 m_textureMatrix; Matrix3 m_textureMatrix;
float m_time; float m_time;
}; };

@ -27,7 +27,7 @@
ParticleSystem::ParticleSystem() ParticleSystem::ParticleSystem()
{ {
m_finished = false; m_finished = false;
m_lastUpdateTime = g_clock.time(); m_lastUpdateTime = g_clock.seconds();
} }
bool ParticleSystem::load(const OTMLNodePtr& node) bool ParticleSystem::load(const OTMLNodePtr& node)
@ -79,10 +79,10 @@ void ParticleSystem::update()
} }
// check time // check time
float elapsedTime = g_clock.timeElapsed(m_lastUpdateTime); float elapsedTime = g_clock.seconds() - m_lastUpdateTime;
if(elapsedTime < delay) if(elapsedTime < delay)
return; return;
m_lastUpdateTime = g_clock.time() - std::fmod(elapsedTime, delay); m_lastUpdateTime = g_clock.seconds() - std::fmod(elapsedTime, delay);
for(int i = 0; i < elapsedTime / delay; ++i) { for(int i = 0; i < elapsedTime / delay; ++i) {

@ -53,7 +53,6 @@ uint Texture::internalLoadGLTexture(uchar *pixels, int channels, int width, int
m_size.resize(width, height); m_size.resize(width, height);
// convert texture pixel data to power of two size, only required for OpenGL 1.5 or older // convert texture pixel data to power of two size, only required for OpenGL 1.5 or older
Size glSize;
std::vector<uint8> tmp; std::vector<uint8> tmp;
if(!g_graphics.canUseNonPowerOfTwoTextures()) { if(!g_graphics.canUseNonPowerOfTwoTextures()) {
int glWidth = 1; int glWidth = 1;
@ -64,7 +63,7 @@ uint Texture::internalLoadGLTexture(uchar *pixels, int channels, int width, int
while(glHeight < height) while(glHeight < height)
glHeight = glHeight << 1; glHeight = glHeight << 1;
if(m_size != glSize && pixels) { if(m_size != m_glSize && pixels) {
tmp.resize(glHeight*glWidth*channels, 0); tmp.resize(glHeight*glWidth*channels, 0);
for(int y=0; y<height; ++y) for(int y=0; y<height; ++y)
for(int x=0; x<width; ++x) for(int x=0; x<width; ++x)
@ -73,15 +72,14 @@ uint Texture::internalLoadGLTexture(uchar *pixels, int channels, int width, int
pixels = &tmp[0]; pixels = &tmp[0];
} }
glSize.resize(glWidth, glHeight); m_glSize.resize(glWidth, glHeight);
} else } else
glSize = m_size; m_glSize = m_size;
m_transformMatrix = { 1.0f/glSize.width(), 0.0f, setupTranformMatrix();
0.0f, 1.0f/glSize.height() };
// checks texture max size // checks texture max size
if(std::max(glSize.width(), glSize.height()) > g_graphics.getMaxTextureSize()) { if(std::max(m_glSize.width(), m_glSize.height()) > g_graphics.getMaxTextureSize()) {
g_logger.error(stdext::format("loading texture with size %dx%d failed, " g_logger.error(stdext::format("loading texture with size %dx%d failed, "
"the maximum size allowed by the graphics card is %dx%d," "the maximum size allowed by the graphics card is %dx%d,"
"to prevent crashes the texture will be displayed as a blank texture", "to prevent crashes the texture will be displayed as a blank texture",
@ -115,7 +113,7 @@ uint Texture::internalLoadGLTexture(uchar *pixels, int channels, int width, int
} }
// load pixels into gl memory // load pixels into gl memory
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, glSize.width(), glSize.height(), 0, format, GL_UNSIGNED_BYTE, pixels); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_glSize.width(), m_glSize.height(), 0, format, GL_UNSIGNED_BYTE, pixels);
GLint texParam = GL_REPEAT; GLint texParam = GL_REPEAT;
if(g_graphics.canUseClampToEdge()) if(g_graphics.canUseClampToEdge())
@ -182,6 +180,14 @@ void Texture::setSmooth(bool smooth)
setupFilters(); setupFilters();
} }
void Texture::setUpsideDown(bool upsideDown)
{
if(m_upsideDown == upsideDown)
return;
m_upsideDown = upsideDown;
setupTranformMatrix();
}
void Texture::generateSoftwareMipmaps(std::vector<uint8> inPixels) void Texture::generateSoftwareMipmaps(std::vector<uint8> inPixels)
{ {
bind(); bind();
@ -261,3 +267,16 @@ void Texture::setupFilters()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magFilter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magFilter);
} }
void Texture::setupTranformMatrix()
{
if(m_upsideDown) {
m_transformMatrix = { 1.0f/m_glSize.width(), 0.0f, 0.0f,
0.0f, -1.0f/m_glSize.height(), 0.0f,
0.0f, 1.0f, 1.0f };
} else {
m_transformMatrix = { 1.0f/m_glSize.width(), 0.0f, 0.0f,
0.0f, 1.0f/m_glSize.height(), 0.0f,
0.0f, 0.0f, 1.0f };
}
}

@ -46,26 +46,30 @@ public:
/// Activate texture anti-aliasing giving a better look when they are resized /// Activate texture anti-aliasing giving a better look when they are resized
void setSmooth(bool smooth); void setSmooth(bool smooth);
void setUpsideDown(bool upsideDown);
GLuint getId() { return m_textureId; } GLuint getId() { return m_textureId; }
int getWidth() { return m_size.width(); } int getWidth() { return m_size.width(); }
int getHeight() { return m_size.height(); } int getHeight() { return m_size.height(); }
const Size& getSize() { return m_size; } const Size& getSize() { return m_size; }
const Matrix2& getTransformMatrix() { return m_transformMatrix; } const Matrix3& getTransformMatrix() { return m_transformMatrix; }
bool isEmpty() { return m_textureId == 0; } bool isEmpty() { return m_textureId == 0; }
bool hasMipmaps() { return m_hasMipmaps; } bool hasMipmaps() { return m_hasMipmaps; }
protected: protected:
void setupFilters(); void setupFilters();
void setupTranformMatrix();
GLuint internalLoadGLTexture(uchar* pixels, int channels, int w, int h); GLuint internalLoadGLTexture(uchar* pixels, int channels, int w, int h);
GLuint m_textureId; GLuint m_textureId;
Size m_size; Size m_size;
Matrix2 m_transformMatrix; Size m_glSize;
Matrix3 m_transformMatrix;
Boolean<false> m_hasMipmaps; Boolean<false> m_hasMipmaps;
Boolean<false> m_smooth; Boolean<false> m_smooth;
Boolean<false> m_upsideDown;
}; };
#endif #endif

@ -74,8 +74,8 @@ void PlatformWindow::processKeyDown(Fw::Key keyCode)
m_inputEvent.reset(Fw::KeyPressInputEvent); m_inputEvent.reset(Fw::KeyPressInputEvent);
m_inputEvent.keyCode = keyCode; m_inputEvent.keyCode = keyCode;
m_lastKeysPress[keyCode] = g_clock.ticks(); m_lastKeysPress[keyCode] = g_clock.millis();
m_firstKeysPress[keyCode] = g_clock.ticks(); m_firstKeysPress[keyCode] = g_clock.millis();
m_onInputEvent(m_inputEvent); m_onInputEvent(m_inputEvent);
} }
} }
@ -141,14 +141,14 @@ void PlatformWindow::fireKeysPress()
ticks_t lastPressTicks = m_lastKeysPress[keyCode]; ticks_t lastPressTicks = m_lastKeysPress[keyCode];
ticks_t firstKeyPress = m_firstKeysPress[keyCode]; ticks_t firstKeyPress = m_firstKeysPress[keyCode];
if(g_clock.ticksElapsed(lastPressTicks) >= KEY_PRESS_REPEAT_INTERVAL) { if(g_clock.millis() - lastPressTicks >= KEY_PRESS_REPEAT_INTERVAL) {
if(m_onInputEvent) { if(m_onInputEvent) {
m_inputEvent.reset(Fw::KeyPressInputEvent); m_inputEvent.reset(Fw::KeyPressInputEvent);
m_inputEvent.keyCode = keyCode; m_inputEvent.keyCode = keyCode;
m_inputEvent.autoRepeatTicks = g_clock.ticksElapsed(firstKeyPress); m_inputEvent.autoRepeatTicks = g_clock.millis() - firstKeyPress;
m_onInputEvent(m_inputEvent); m_onInputEvent(m_inputEvent);
} }
m_lastKeysPress[keyCode] = g_clock.ticks(); m_lastKeysPress[keyCode] = g_clock.millis();
} }
} }
} }

@ -77,7 +77,7 @@ void SoundManager::terminate()
void SoundManager::poll() void SoundManager::poll()
{ {
static ticks_t lastUpdate = 0; static ticks_t lastUpdate = 0;
ticks_t now = g_clock.ticks(); ticks_t now = g_clock.millis();
if(now - lastUpdate < POLL_DELAY) if(now - lastUpdate < POLL_DELAY)
return; return;

@ -114,7 +114,7 @@ void SoundSource::setVelocity(const Point& velocity)
void SoundSource::setFading(FadeState state, float fadeTime) void SoundSource::setFading(FadeState state, float fadeTime)
{ {
float now = g_clock.time(); float now = g_clock.seconds();
if(m_fadeState != NoFading) { if(m_fadeState != NoFading) {
float elapsed = now - m_fadeStartTime; float elapsed = now - m_fadeStartTime;
float add; float add;
@ -132,7 +132,7 @@ void SoundSource::setFading(FadeState state, float fadeTime)
void SoundSource::update() void SoundSource::update()
{ {
float now = g_clock.time(); float now = g_clock.seconds();
if(m_fadeState == FadingOn) { if(m_fadeState == FadingOn) {
float elapsed = now - m_fadeStartTime; float elapsed = now - m_fadeStartTime;
if(elapsed >= m_fadeTime) { if(elapsed >= m_fadeTime) {

@ -64,7 +64,8 @@ void UITextEdit::drawSelf(bool foregroundPane)
assert(m_cursorPos <= textLength); assert(m_cursorPos <= textLength);
// draw every 333ms // draw every 333ms
const int delay = 333; const int delay = 333;
if(g_clock.ticksElapsed(m_cursorTicks) <= delay) { int elapsed = g_clock.millis() - m_cursorTicks;
if(elapsed <= delay) {
Rect cursorRect; Rect cursorRect;
// when cursor is at 0 or is the first visible element // when cursor is at 0 or is the first visible element
if(m_cursorPos == 0 || m_cursorPos == m_startRenderPos) if(m_cursorPos == 0 || m_cursorPos == m_startRenderPos)
@ -72,8 +73,8 @@ void UITextEdit::drawSelf(bool foregroundPane)
else else
cursorRect = Rect(m_glyphsCoords[m_cursorPos-1].right(), m_glyphsCoords[m_cursorPos-1].top(), 1, m_font->getGlyphHeight()); cursorRect = Rect(m_glyphsCoords[m_cursorPos-1].right(), m_glyphsCoords[m_cursorPos-1].top(), 1, m_font->getGlyphHeight());
g_painter->drawFilledRect(cursorRect); g_painter->drawFilledRect(cursorRect);
} else if(g_clock.ticksElapsed(m_cursorTicks) >= 2*delay) { } else if(elapsed >= 2*delay) {
m_cursorTicks = g_clock.ticks(); m_cursorTicks = g_clock.millis();
} }
} }
} }
@ -512,5 +513,5 @@ bool UITextEdit::onMousePress(const Point& mousePos, Fw::MouseButton button)
void UITextEdit::blinkCursor() void UITextEdit::blinkCursor()
{ {
m_cursorTicks = g_clock.ticks(); m_cursorTicks = g_clock.millis();
} }

@ -105,7 +105,7 @@ void Creature::internalDrawOutfit(const Point& dest, float scaleFactor, bool ani
if(isAnimateAlways() && animateIdle) { if(isAnimateAlways() && animateIdle) {
int ticksPerFrame = 1000 / getAnimationPhases(); int ticksPerFrame = 1000 / getAnimationPhases();
animationPhase = (g_clock.ticks() % (ticksPerFrame * getAnimationPhases())) / ticksPerFrame; animationPhase = (g_clock.millis() % (ticksPerFrame * getAnimationPhases())) / ticksPerFrame;
} }
// xPattern => creature direction // xPattern => creature direction
@ -182,7 +182,7 @@ void Creature::internalDrawOutfit(const Point& dest, float scaleFactor, bool ani
if(animationPhases > 1) { if(animationPhases > 1) {
if(animateIdle) if(animateIdle)
animationPhase = (g_clock.ticks() % (animateTicks * animationPhases)) / animateTicks; animationPhase = (g_clock.millis() % (animateTicks * animationPhases)) / animateTicks;
else else
animationPhase = animationPhases-1; animationPhase = animationPhases-1;
} }

@ -61,7 +61,7 @@ void Item::draw(const Point& dest, float scaleFactor, bool animate)
int animationPhase = 0; int animationPhase = 0;
if(getAnimationPhases() > 1) { if(getAnimationPhases() > 1) {
if(animate) if(animate)
animationPhase = (g_clock.ticks() % (Otc::ITEM_TICKS_PER_FRAME * getAnimationPhases())) / Otc::ITEM_TICKS_PER_FRAME; animationPhase = (g_clock.millis() % (Otc::ITEM_TICKS_PER_FRAME * getAnimationPhases())) / Otc::ITEM_TICKS_PER_FRAME;
else else
animationPhase = getAnimationPhases()-1; animationPhase = getAnimationPhases()-1;
} }
@ -184,7 +184,7 @@ void Item::draw(const Point& dest, float scaleFactor, bool animate)
m_type->draw(dest, scaleFactor, 0, xPattern, yPattern, zPattern, animationPhase); m_type->draw(dest, scaleFactor, 0, xPattern, yPattern, zPattern, animationPhase);
// release draw shader // release draw shader
g_painter->resetShaderProgram(); //g_painter->resetShaderProgram();
} }
void Item::setId(uint32 id) void Item::setId(uint32 id)

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