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