Mercurial > fife-parpg
view engine/core/controller/engine.cpp @ 32:75b6394ced14
* remove geometric renderer, its not replaced by the more functional generic renderern
* add grouing to generic renderer, probably this should be exported to the client in any way
author | spq@33b003aa-7bff-0310-803a-e67f0ece8222 |
---|---|
date | Fri, 11 Jul 2008 15:37:16 +0000 |
parents | 788cb9525b2f |
children | 112fc4af772d |
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/*************************************************************************** * Copyright (C) 2005-2008 by the FIFE team * * http://www.fifengine.de * * This file is part of FIFE. * * * * FIFE is free software; you can redistribute it and/or modify * * it under the terms of the GNU General Public License as published by * * the Free Software Foundation; either version 2 of the License, or * * (at your option) any later version. * * * * This program is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * * GNU General Public License for more details. * * * * You should have received a copy of the GNU General Public License * * along with this program; if not, write to the * * Free Software Foundation, Inc., * * 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA * ***************************************************************************/ // Standard C++ library includes #include <iostream> // 3rd party library includes #include <SDL.h> #include <SDL_ttf.h> // FIFE includes // These includes are split up in two parts, separated by one empty line // First block: files included from the FIFE root src directory // Second block: files included from the same folder #include "util/base/exception.h" #include "util/log/logger.h" #include "util/time/timemanager.h" #include "audio/soundmanager.h" #include "gui/console/console.h" #include "gui/guimanager.h" #include "vfs/vfs.h" #include "vfs/vfsdirectory.h" #include "vfs/directoryprovider.h" #ifdef HAVE_ZIP #include "vfs/zip/zipprovider.h" #endif #include "eventchannel/eventmanager.h" #include "video/imagepool.h" #include "video/animationpool.h" #include "audio/soundclippool.h" #include "video/renderbackend.h" #include "video/cursor.h" #ifdef HAVE_OPENGL #include "video/opengl/renderbackendopengl.h" #include "gui/base/opengl/opengl_gui_graphics.h" #endif #include "gui/base/sdl/sdl_gui_graphics.h" #include "gui/base/gui_font.h" #include "video/sdl/renderbackendsdl.h" #include "video/fonts/abstractfont.h" #include "loaders/native/video_loaders/subimage_loader.h" #include "loaders/native/video_loaders/image_loader.h" #include "loaders/native/audio_loaders/ogg_loader.h" //#include "loaders/fallout/model_loaders/dat1.h" //#include "loaders/fallout/model_loaders/dat2.h" #include "model/model.h" #include "pathfinder/linearpather/linearpather.h" #include "pathfinder/routepather/routepather.h" #include "view/view.h" #include "view/renderers/camerazonerenderer.h" #include "view/renderers/quadtreerenderer.h" #include "view/renderers/gridrenderer.h" #include "view/renderers/instancerenderer.h" #include "view/renderers/coordinaterenderer.h" #include "view/renderers/floatingtextrenderer.h" #include "view/renderers/cellselectionrenderer.h" #include "view/renderers/blockinginforenderer.h" #include "view/renderers/genericrenderer.h" #include "engine.h" #ifdef USE_COCOA #include <dlfcn.h> int main(int argc, char **argv) { return 0; } #endif namespace FIFE { static Logger _log(LM_CONTROLLER); Engine::Engine(): m_renderbackend(0), m_guimanager(0), m_eventmanager(0), m_soundmanager(0), m_timemanager(0), m_imagepool(0), m_animpool(0), m_soundclippool(0), m_vfs(0), m_model(0), m_gui_graphics(0), m_view(0), m_logmanager(0), m_cursor(0), m_settings() { #ifdef USE_COCOA // The next lines ensure that Cocoa is initialzed correctly. // This is needed for SDL to function properly on MAC OS X. void* cocoa_lib; cocoa_lib = dlopen( "/System/Library/Frameworks/Cocoa.framework/Cocoa", RTLD_LAZY ); void (*nsappload)(void); nsappload = (void(*)()) dlsym( cocoa_lib, "NSApplicationLoad"); nsappload(); #endif preInit(); } EngineSettings& Engine::getSettings() { return m_settings; } void Engine::preInit() { m_logmanager = LogManager::instance(); FL_LOG(_log, "================== Engine pre-init start ================="); m_timemanager = new TimeManager(); FL_LOG(_log, "Time manager created"); FL_LOG(_log, "Creating VFS"); m_vfs = new VFS(); FL_LOG(_log, "Adding root directory to VFS"); m_vfs->addSource( new VFSDirectory(m_vfs) ); m_vfs->addProvider( new DirectoryProvider() ); #ifdef HAVE_ZIP FL_LOG(_log, "Adding zip provider to VFS"); m_vfs->addProvider( new ZipProvider() ); #endif //m_vfs->addProvider(ProviderDAT2()); //m_vfs->addProvider(ProviderDAT1()); FL_LOG(_log, "Engine pre-init done"); } void Engine::init() { FL_LOG(_log, "Engine initialize start"); m_settings.validate(); FL_LOG(_log, "Engine settings validated"); // If failed to init SDL throw exception. if (SDL_Init(SDL_INIT_NOPARACHUTE | SDL_INIT_TIMER) < 0) { throw SDLException(SDL_GetError()); } SDL_EnableUNICODE(1); SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); TTF_Init(); FL_LOG(_log, "Creating event manager"); m_eventmanager = new EventManager(); FL_LOG(_log, "Creating pools"); m_imagepool = new ImagePool(); m_animpool = new AnimationPool(); m_soundclippool = new SoundClipPool(); m_imagepool->addResourceLoader(new SubImageLoader()); m_imagepool->addResourceLoader(new ImageLoader(m_vfs)); m_soundclippool->addResourceLoader(new OggLoader(m_vfs)); FL_LOG(_log, "Creating render backend"); std::string rbackend(m_settings.getRenderBackend()); if (rbackend == "SDL") { m_renderbackend = new RenderBackendSDL(); FL_LOG(_log, "SDL Render backend created"); } else { #ifdef HAVE_OPENGL m_renderbackend = new RenderBackendOpenGL(); FL_LOG(_log, "OpenGL Render backend created"); #else m_renderbackend = new RenderBackendSDL(); // Remember the choice so we pick the right graphics class. rbackend = "SDL"; FL_WARN(_log, "Tried to select OpenGL, even though it is not compiled into the engine. Falling back to SDL Render backend"); #endif } FL_LOG(_log, "Initializing render backend"); m_renderbackend->setChunkingSize(m_settings.getImageChunkingSize()); m_renderbackend->init(); FL_LOG(_log, "Creating main screen"); m_renderbackend->createMainScreen( m_settings.getScreenWidth(), m_settings.getScreenHeight(), static_cast<unsigned char>(m_settings.getBitsPerPixel()), m_settings.isFullScreen()); FL_LOG(_log, "Main screen created"); #ifdef HAVE_OPENGL if( rbackend != "SDL" ) { m_gui_graphics = new OpenGLGuiGraphics(*m_imagepool); } #endif if( rbackend == "SDL" ) { m_gui_graphics = new SdlGuiGraphics(*m_imagepool); } FL_LOG(_log, "Constructing GUI manager"); m_guimanager = new GUIManager(m_eventmanager, *m_imagepool); m_eventmanager->addSdlEventListener(m_guimanager); // keep guimanager as the first key listener so that it can evaluate guichan hits m_eventmanager->addKeyListener(m_guimanager); // keep guimanager as the first mouse listener so that it can evaluate guichan hits m_eventmanager->addMouseListener(m_guimanager); FL_LOG(_log, "Events bind to GUI manager"); FL_LOG(_log, "Creating default font"); m_defaultfont = m_guimanager->setDefaultFont( m_settings.getDefaultFontPath(), m_settings.getDefaultFontSize(), m_settings.getDefaultFontGlyphs()); FL_LOG(_log, "Initializing GUI manager"); m_guimanager->init(m_gui_graphics, m_settings.getScreenWidth(), m_settings.getScreenHeight()); FL_LOG(_log, "GUI manager initialized"); SDL_EnableUNICODE(1); FL_LOG(_log, "Creating sound manager"); m_soundmanager = new SoundManager(m_soundclippool); m_soundmanager->setVolume(static_cast<float>(m_settings.getInitialVolume()) / 10); FL_LOG(_log, "Creating model"); m_model = new Model(); FL_LOG(_log, "Adding pathers to model"); m_model->adoptPather(new LinearPather()); m_model->adoptPather(new RoutePather()); FL_LOG(_log, "Creating view"); m_view = new View(m_renderbackend, m_imagepool, m_animpool); FL_LOG(_log, "Creating renderers to view"); m_view->addRenderer(new CameraZoneRenderer(m_renderbackend, 0, m_imagepool)); m_view->addRenderer(new InstanceRenderer(m_renderbackend, 10, m_imagepool, m_animpool)); m_view->addRenderer(new GridRenderer(m_renderbackend, 20)); m_view->addRenderer(new CellSelectionRenderer(m_renderbackend, 30)); m_view->addRenderer(new BlockingInfoRenderer(m_renderbackend, 40)); m_view->addRenderer(new FloatingTextRenderer(m_renderbackend, 50, dynamic_cast<AbstractFont*>(m_defaultfont))); m_view->addRenderer(new QuadTreeRenderer(m_renderbackend, 60)); m_view->addRenderer(new CoordinateRenderer(m_renderbackend, 70, dynamic_cast<AbstractFont*>(m_defaultfont))); m_view->addRenderer(new GenericRenderer(m_renderbackend, 80, m_imagepool, m_animpool)); m_cursor = new Cursor(m_imagepool, m_animpool, m_renderbackend); FL_LOG(_log, "Engine intialized"); } Engine::~Engine() { FL_LOG(_log, "Destructing engine"); delete m_cursor; delete m_view; delete m_model; delete m_soundmanager; delete m_guimanager; delete m_gui_graphics; m_renderbackend->deinit(); delete m_renderbackend; // Note the dependancy between image and animation pools // as animations reference images they have to be deleted // before clearing the image pool. delete m_animpool; delete m_imagepool; delete m_eventmanager; delete m_vfs; delete m_timemanager; TTF_Quit(); SDL_Quit(); FL_LOG(_log, "================== Engine destructed =================="); //delete m_logmanager; } void Engine::initializePumping() { m_eventmanager->processEvents(); } void Engine::pump() { m_renderbackend->startFrame(); m_timemanager->update(); m_model->update(); m_view->update(); m_guimanager->turn(); m_cursor->draw(); m_renderbackend->endFrame(); SDL_Delay(1); m_eventmanager->processEvents(); } void Engine::finalizePumping() { // nothing here at the moment.. } }//FIFE /* vim: set noexpandtab: set shiftwidth=2: set tabstop=2: */