/* The MIT License * * Copyright (c) 2010 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 "engine.h" #include "fonts.h" #include "platform.h" #include "graphics.h" #include "input.h" #include "configs.h" #include "gamestate.h" #include "dispatcher.h" #include "net/connections.h" #include "ui/uicontainer.h" Engine g_engine; void Engine::init() { // initialize stuff g_graphics.init(); g_fonts.init(); } void Engine::terminate() { // force last state exit changeState(NULL); // terminate stuff g_fonts.terminate(); g_graphics.terminate(); } void Engine::run() { int ticks = Platform::getTicks(); int lastFpsTicks = ticks; int frameCount = 0; int fps = 0; m_running = true; while(!m_stopping) { // poll platform events Platform::poll(); // poll network events g_connections.poll(); ticks = Platform::getTicks(); // poll diaptcher tasks g_dispatcher.poll(ticks); // render only when visible if(Platform::isWindowVisible()) { // calculate and fps if(m_calculateFps) { frameCount++; if(ticks - lastFpsTicks >= 1000) { lastFpsTicks = ticks; fps = frameCount; frameCount = 0; } } render(); // render fps if(m_calculateFps) { std::string fpsText = format("FPS: %d", fps); Size textSize = g_defaultFont->calculateTextRectSize(fpsText); g_defaultFont->renderText(fpsText, Point(g_graphics.getScreenSize().width() - textSize.width() - 10, 10)); } // swap buffers Platform::swapBuffers(); } } m_stopping = false; m_running = false; } void Engine::stop() { m_stopping = true; } void Engine::changeState(GameState* newState) { if(m_currentState) m_currentState->onLeave(); m_currentState = newState; if(m_currentState) m_currentState->onEnter(); } void Engine::render() { g_graphics.beginRender(); if(m_currentState) m_currentState->render(); g_ui->render(); g_graphics.endRender(); } void Engine::onClose() { if(m_currentState) m_currentState->onClose(); } void Engine::onResize(const Size& size) { g_graphics.resize(size); g_ui->setSize(size); if(m_currentState) m_currentState->onResize(size); } void Engine::onInputEvent(const InputEvent& event) { // inputs goest to gui first if(!g_ui->onInputEvent(event)) { // if gui didnt capture the input then goes to the state if(m_currentState) m_currentState->onInputEvent(event); } }