Mercurial > fife-parpg
annotate engine/core/controller/engine.cpp @ 642:6e2151325017
* Added the ability to query the current running screen mode
* Added a method to detect the closest supported screen mode (not complete yet). If no matching screen modes are detected an exception is thrown.
* Small change to the way the screen is initialized. The screen mode now MUST be in the supported screen mode list before the screen will initialize.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Fri, 08 Oct 2010 21:22:02 +0000 |
parents | 855ad500f991 |
children | edf6dcfe8cd4 |
rev | line source |
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0
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1 /*************************************************************************** |
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2 * Copyright (C) 2005-2008 by the FIFE team * |
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3 * http://www.fifengine.de * |
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4 * This file is part of FIFE. * |
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5 * * |
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6 * FIFE is free software; you can redistribute it and/or * |
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7 * modify it under the terms of the GNU Lesser General Public * |
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8 * License as published by the Free Software Foundation; either * |
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9 * version 2.1 of the License, or (at your option) any later version. * |
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10 * * |
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11 * This library is distributed in the hope that it will be useful, * |
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12 * but WITHOUT ANY WARRANTY; without even the implied warranty of * |
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13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * |
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14 * Lesser General Public License for more details. * |
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15 * * |
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16 * You should have received a copy of the GNU Lesser General Public * |
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17 * License along with this library; if not, write to the * |
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18 * Free Software Foundation, Inc., * |
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19 * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * |
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20 ***************************************************************************/ |
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21 |
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22 // Standard C++ library includes |
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23 #include <iostream> |
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24 |
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25 // 3rd party library includes |
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26 #include <SDL.h> |
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27 #include <SDL_ttf.h> |
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28 |
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29 // FIFE includes |
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30 // These includes are split up in two parts, separated by one empty line |
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31 // First block: files included from the FIFE root src directory |
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32 // Second block: files included from the same folder |
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33 #include "util/base/exception.h" |
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34 #include "util/log/logger.h" |
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35 #include "util/time/timemanager.h" |
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36 #include "audio/soundmanager.h" |
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37 #include "gui/console/console.h" |
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38 #include "gui/guimanager.h" |
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39 #include "vfs/vfs.h" |
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40 #include "vfs/vfsdirectory.h" |
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41 #include "vfs/directoryprovider.h" |
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42 #ifdef HAVE_ZIP |
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43 #include "vfs/zip/zipprovider.h" |
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44 #endif |
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45 #include "eventchannel/eventmanager.h" |
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46 #include "video/imagepool.h" |
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47 #include "video/animationpool.h" |
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48 #include "audio/soundclippool.h" |
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49 #include "video/renderbackend.h" |
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50 #include "video/cursor.h" |
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* Added a simple method to query the default video card capabilities. This is still a work in progress. You can now get a list of ScreenModes the device supports. ScreenMode includes information on the screen resolution, if the mode is fullscreen/windowed and if it would use the OpenGL or SDL renderer.
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51 #include "video/devicecaps.h" |
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52 #ifdef HAVE_OPENGL |
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53 #include "video/opengl/renderbackendopengl.h" |
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54 #include "gui/base/opengl/opengl_gui_graphics.h" |
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55 #endif |
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56 #include "gui/base/sdl/sdl_gui_graphics.h" |
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57 #include "gui/base/gui_font.h" |
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58 #include "video/sdl/renderbackendsdl.h" |
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59 #include "video/fonts/abstractfont.h" |
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60 #include "loaders/native/video_loaders/subimage_loader.h" |
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61 #include "loaders/native/video_loaders/image_loader.h" |
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62 #include "loaders/native/audio_loaders/ogg_loader.h" |
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63 #include "model/model.h" |
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64 #include "pathfinder/routepather/routepather.h" |
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65 #include "model/metamodel/grids/hexgrid.h" |
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66 #include "model/metamodel/grids/squaregrid.h" |
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67 #include "view/renderers/camerazonerenderer.h" |
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68 #include "view/renderers/quadtreerenderer.h" |
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69 #include "view/renderers/gridrenderer.h" |
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70 #include "view/renderers/instancerenderer.h" |
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71 #include "view/renderers/coordinaterenderer.h" |
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72 #include "view/renderers/floatingtextrenderer.h" |
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73 #include "view/renderers/cellselectionrenderer.h" |
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74 #include "view/renderers/blockinginforenderer.h" |
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75 #include "view/renderers/genericrenderer.h" |
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76 #include "engine.h" |
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77 |
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78 #ifdef USE_COCOA |
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79 |
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80 #include <objc/message.h> |
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81 #include <dlfcn.h> |
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82 |
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83 int main(int argc, char **argv) |
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84 { |
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85 return 0; |
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86 } |
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87 #endif |
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88 |
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89 namespace FIFE { |
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90 static Logger _log(LM_CONTROLLER); |
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91 |
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92 Engine::Engine(): |
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93 m_renderbackend(0), |
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94 m_guimanager(0), |
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95 m_eventmanager(0), |
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96 m_soundmanager(0), |
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97 m_timemanager(0), |
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98 m_imagepool(0), |
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99 m_animpool(0), |
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100 m_soundclippool(0), |
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101 m_vfs(0), |
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102 m_model(0), |
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103 m_gui_graphics(0), |
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104 m_logmanager(0), |
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105 m_cursor(0), |
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106 m_settings() { |
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107 #ifdef USE_COCOA |
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108 // The next lines ensure that Cocoa is initialzed correctly. |
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109 // This is needed for SDL to function properly on MAC OS X. |
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110 void* cocoa_lib; |
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111 cocoa_lib = dlopen( "/System/Library/Frameworks/Cocoa.framework/Cocoa", RTLD_LAZY ); |
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112 void (*nsappload)(void); |
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113 nsappload = (void(*)()) dlsym( cocoa_lib, "NSApplicationLoad"); |
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114 nsappload(); |
287
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115 |
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116 // Create an autorelease pool, so autoreleased SDL objects don't leak. |
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117 objc_object *NSAutoreleasePool = objc_getClass("NSAutoreleasePool"); |
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118 m_autoreleasePool = |
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119 objc_msgSend(NSAutoreleasePool, sel_registerName("new")); |
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120 #endif |
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121 preInit(); |
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122 } |
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123 |
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124 EngineSettings& Engine::getSettings() { |
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125 return m_settings; |
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126 } |
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127 |
642
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128 const DeviceCaps& Engine::getDeviceCaps() const { |
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129 return m_devcaps; |
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130 } |
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131 |
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132 const ScreenMode& Engine::getCurrentScreenMode() const{ |
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133 return m_screenMode; |
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134 } |
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135 |
0
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136 void Engine::preInit() { |
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137 m_logmanager = LogManager::instance(); |
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138 |
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139 FL_LOG(_log, "================== Engine pre-init start ================="); |
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140 m_timemanager = new TimeManager(); |
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141 FL_LOG(_log, "Time manager created"); |
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142 |
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143 FL_LOG(_log, "Creating VFS"); |
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144 m_vfs = new VFS(); |
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145 |
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146 FL_LOG(_log, "Adding root directory to VFS"); |
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147 m_vfs->addSource( new VFSDirectory(m_vfs) ); |
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148 m_vfs->addProvider( new DirectoryProvider() ); |
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149 #ifdef HAVE_ZIP |
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150 FL_LOG(_log, "Adding zip provider to VFS"); |
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151 m_vfs->addProvider( new ZipProvider() ); |
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152 #endif |
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153 //m_vfs->addProvider(ProviderDAT2()); |
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154 //m_vfs->addProvider(ProviderDAT1()); |
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155 FL_LOG(_log, "Engine pre-init done"); |
144
d2f1e81fbe2c
* Fixed a scons issue, where libraries checked for C instead of C++
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156 m_destroyed = false; |
0
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157 } |
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158 |
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159 void Engine::init() { |
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160 FL_LOG(_log, "Engine initialize start"); |
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161 m_settings.validate(); |
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162 FL_LOG(_log, "Engine settings validated"); |
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163 |
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164 // If failed to init SDL throw exception. |
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165 if (SDL_Init(SDL_INIT_NOPARACHUTE | SDL_INIT_TIMER) < 0) { |
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166 throw SDLException(SDL_GetError()); |
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167 } |
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168 |
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169 SDL_EnableUNICODE(1); |
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170 SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); |
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171 TTF_Init(); |
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172 |
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173 FL_LOG(_log, "Creating event manager"); |
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174 m_eventmanager = new EventManager(); |
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175 |
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176 FL_LOG(_log, "Creating pools"); |
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177 m_imagepool = new ImagePool(); |
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178 m_animpool = new AnimationPool(); |
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179 m_soundclippool = new SoundClipPool(); |
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180 m_imagepool->addResourceLoader(new SubImageLoader()); |
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181 m_imagepool->addResourceLoader(new ImageLoader(m_vfs)); |
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182 m_soundclippool->addResourceLoader(new OggLoader(m_vfs)); |
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183 |
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184 FL_LOG(_log, "Creating render backend"); |
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185 std::string rbackend(m_settings.getRenderBackend()); |
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186 if (rbackend == "SDL") { |
425
ad7969d9460b
A client can now specify a global color key to be used with all images. The default color key is (255,0,255) in RGB format. Also the client can enable/disable the color key feature by using the setColorKeyEnabled function in the EngineSettings class. By default the color key feature is disabled. fixes[t:451]
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187 m_renderbackend = new RenderBackendSDL(m_settings.getColorKey()); |
0
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188 FL_LOG(_log, "SDL Render backend created"); |
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189 } else { |
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190 #ifdef HAVE_OPENGL |
425
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A client can now specify a global color key to be used with all images. The default color key is (255,0,255) in RGB format. Also the client can enable/disable the color key feature by using the setColorKeyEnabled function in the EngineSettings class. By default the color key feature is disabled. fixes[t:451]
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191 m_renderbackend = new RenderBackendOpenGL(m_settings.getColorKey()); |
0
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192 FL_LOG(_log, "OpenGL Render backend created"); |
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193 #else |
425
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A client can now specify a global color key to be used with all images. The default color key is (255,0,255) in RGB format. Also the client can enable/disable the color key feature by using the setColorKeyEnabled function in the EngineSettings class. By default the color key feature is disabled. fixes[t:451]
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194 m_renderbackend = new RenderBackendSDL(m_settings.getColorKey()); |
0
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195 // Remember the choice so we pick the right graphics class. |
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196 rbackend = "SDL"; |
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197 FL_WARN(_log, "Tried to select OpenGL, even though it is not compiled into the engine. Falling back to SDL Render backend"); |
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198 #endif |
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199 } |
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200 FL_LOG(_log, "Initializing render backend"); |
425
ad7969d9460b
A client can now specify a global color key to be used with all images. The default color key is (255,0,255) in RGB format. Also the client can enable/disable the color key feature by using the setColorKeyEnabled function in the EngineSettings class. By default the color key feature is disabled. fixes[t:451]
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201 m_renderbackend->setColorKeyEnabled(m_settings.isColorKeyEnabled()); |
640
855ad500f991
* Added the ability to set/get the video driver used using the settings interface. Note that the default driver for the OS will be used unless explicitly specified.
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202 m_renderbackend->init(m_settings.getVideoDriver()); |
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203 |
635
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* Added a simple method to query the default video card capabilities. This is still a work in progress. You can now get a list of ScreenModes the device supports. ScreenMode includes information on the screen resolution, if the mode is fullscreen/windowed and if it would use the OpenGL or SDL renderer.
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204 FL_LOG(_log, "Querying device capabilities"); |
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205 m_devcaps.fillDeviceCaps(); |
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206 |
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* Added the ability to query the current running screen mode
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207 uint32_t bpp = m_settings.getBitsPerPixel(); |
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208 |
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209 m_screenMode = m_devcaps.getNearestScreenMode( |
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210 m_settings.getScreenWidth(), |
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211 m_settings.getScreenHeight(), |
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212 (bpp ? bpp : 32) , //if it's 0 we use 32 bit as a default |
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213 rbackend, |
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214 m_settings.isFullScreen()); |
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215 |
0
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216 FL_LOG(_log, "Creating main screen"); |
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217 m_renderbackend->createMainScreen( |
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218 m_screenMode, |
61
18c2a21ac0ad
allow clients to set a custom window title and icon
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219 m_settings.getWindowTitle(), |
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220 m_settings.getWindowIcon()); |
0
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221 FL_LOG(_log, "Main screen created"); |
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222 |
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223 #ifdef HAVE_OPENGL |
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224 if( rbackend != "SDL" ) { |
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225 m_gui_graphics = new OpenGLGuiGraphics(*m_imagepool); |
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226 } |
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227 #endif |
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228 if( rbackend == "SDL" ) { |
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229 m_gui_graphics = new SdlGuiGraphics(*m_imagepool); |
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230 } |
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231 FL_LOG(_log, "Constructing GUI manager"); |
157
bb9902910067
input_rework merged!
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232 m_guimanager = new GUIManager(*m_imagepool); |
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input_rework merged!
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233 FL_LOG(_log, "Events bind to GUI manager"); |
0
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234 m_eventmanager->addSdlEventListener(m_guimanager); |
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235 |
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236 FL_LOG(_log, "Creating default font"); |
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237 m_defaultfont = m_guimanager->setDefaultFont( |
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238 m_settings.getDefaultFontPath(), |
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239 m_settings.getDefaultFontSize(), |
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240 m_settings.getDefaultFontGlyphs()); |
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241 FL_LOG(_log, "Initializing GUI manager"); |
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242 m_guimanager->init(m_gui_graphics, m_settings.getScreenWidth(), m_settings.getScreenHeight()); |
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243 FL_LOG(_log, "GUI manager initialized"); |
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244 SDL_EnableUNICODE(1); |
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245 |
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246 FL_LOG(_log, "Creating sound manager"); |
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247 m_soundmanager = new SoundManager(m_soundclippool); |
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248 m_soundmanager->setVolume(static_cast<float>(m_settings.getInitialVolume()) / 10); |
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249 |
422
9d94f4676d17
Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
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250 FL_LOG(_log, "Creating renderers"); |
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Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
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251 m_renderers.push_back(new CameraZoneRenderer(m_renderbackend, 0, m_imagepool)); |
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Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
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252 m_renderers.push_back(new InstanceRenderer(m_renderbackend, 10, m_imagepool, m_animpool)); |
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Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
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253 m_renderers.push_back(new GridRenderer(m_renderbackend, 20)); |
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Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
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254 m_renderers.push_back(new CellSelectionRenderer(m_renderbackend, 30)); |
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Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
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255 m_renderers.push_back(new BlockingInfoRenderer(m_renderbackend, 40)); |
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Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
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256 m_renderers.push_back(new FloatingTextRenderer(m_renderbackend, 50, dynamic_cast<AbstractFont*>(m_defaultfont))); |
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Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
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257 m_renderers.push_back(new QuadTreeRenderer(m_renderbackend, 60)); |
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Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
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258 m_renderers.push_back(new CoordinateRenderer(m_renderbackend, 70, dynamic_cast<AbstractFont*>(m_defaultfont))); |
9d94f4676d17
Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
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259 m_renderers.push_back(new GenericRenderer(m_renderbackend, 80, m_imagepool, m_animpool)); |
9d94f4676d17
Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
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260 |
0
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* Datasets becomes the new trunk and retires after that :-)
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261 FL_LOG(_log, "Creating model"); |
422
9d94f4676d17
Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
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262 m_model = new Model(m_renderbackend, m_renderers, m_imagepool, m_animpool); |
0
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263 FL_LOG(_log, "Adding pathers to model"); |
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264 m_model->adoptPather(new RoutePather()); |
33
112fc4af772d
moved grid ownership to model in similar way as with pathers
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265 FL_LOG(_log, "Adding grid prototypes to model"); |
112fc4af772d
moved grid ownership to model in similar way as with pathers
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266 m_model->adoptCellGrid(new SquareGrid()); |
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267 m_model->adoptCellGrid(new HexGrid()); |
0
4a0efb7baf70
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268 |
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269 m_cursor = new Cursor(m_imagepool, m_animpool, m_renderbackend); |
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270 FL_LOG(_log, "Engine intialized"); |
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271 } |
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272 |
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273 Engine::~Engine() { |
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274 if( !m_destroyed ) { |
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275 destroy(); |
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276 } |
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277 } |
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278 |
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279 void Engine::destroy() { |
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280 FL_LOG(_log, "Destructing engine"); |
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281 delete m_cursor; |
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282 delete m_model; |
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283 delete m_soundmanager; |
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284 delete m_guimanager; |
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285 delete m_gui_graphics; |
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286 |
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287 // Note the dependancy between image and animation pools |
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288 // as animations reference images they have to be deleted |
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289 // before clearing the image pool. |
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290 delete m_animpool; |
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291 delete m_imagepool; |
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292 delete m_eventmanager; |
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293 |
422
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294 // properly remove all the renderers created during init |
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295 std::vector<RendererBase*>::iterator rendererIter = m_renderers.begin(); |
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296 for ( ; rendererIter != m_renderers.end(); ++rendererIter) |
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297 { |
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298 delete *rendererIter; |
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299 } |
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300 m_renderers.clear(); |
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301 |
144
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302 m_renderbackend->deinit(); |
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303 delete m_renderbackend; |
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304 |
0
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305 delete m_vfs; |
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306 |
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307 delete m_timemanager; |
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308 |
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309 TTF_Quit(); |
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310 SDL_Quit(); |
287
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311 #ifdef USE_COCOA |
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312 objc_msgSend(m_autoreleasePool, sel_registerName("release")); |
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313 #endif |
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314 FL_LOG(_log, "================== Engine destructed =================="); |
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315 m_destroyed = true; |
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316 //delete m_logmanager; |
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317 } |
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318 void Engine::initializePumping() { |
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319 m_eventmanager->processEvents(); |
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320 } |
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321 |
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322 void Engine::pump() { |
83
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323 m_eventmanager->processEvents(); |
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324 m_renderbackend->startFrame(); |
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325 m_timemanager->update(); |
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326 m_model->update(); |
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327 m_guimanager->turn(); |
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328 m_cursor->draw(); |
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329 m_renderbackend->endFrame(); |
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330 } |
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331 |
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332 void Engine::finalizePumping() { |
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333 // nothing here at the moment.. |
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334 } |
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335 }//FIFE |
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336 |
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337 /* vim: set noexpandtab: set shiftwidth=2: set tabstop=2: */ |