Mercurial > fife-parpg
view engine/core/controller/engine.cpp @ 487:7f1c42b66aa4
Moved the shooter demo Timer() class to helpers.py.
Changed the formula that calculates the length of the audio clip to be correct.
The shooter demo now demonstrates the use of the audio clip callbacks correctly.
Fixed the fife_timer extension to actually work.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Mon, 03 May 2010 19:58:16 +0000 |
parents | ad7969d9460b |
children | 356634098bd9 |
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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 Lesser General Public * * License as published by the Free Software Foundation; either * * version 2.1 of the License, or (at your option) any later version. * * * * This library 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 * * Lesser General Public License for more details. * * * * You should have received a copy of the GNU Lesser General Public * * License along with this library; if not, write to the * * Free Software Foundation, Inc., * * 51 Franklin Street, 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 "model/model.h" #include "pathfinder/routepather/routepather.h" #include "model/metamodel/grids/hexgrid.h" #include "model/metamodel/grids/squaregrid.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 <objc/message.h> #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_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(); // Create an autorelease pool, so autoreleased SDL objects don't leak. objc_object *NSAutoreleasePool = objc_getClass("NSAutoreleasePool"); m_autoreleasePool = objc_msgSend(NSAutoreleasePool, sel_registerName("new")); #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"); m_destroyed = false; } 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(m_settings.getColorKey()); FL_LOG(_log, "SDL Render backend created"); } else { #ifdef HAVE_OPENGL m_renderbackend = new RenderBackendOpenGL(m_settings.getColorKey()); FL_LOG(_log, "OpenGL Render backend created"); #else m_renderbackend = new RenderBackendSDL(m_settings.getColorKey()); // 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->setColorKeyEnabled(m_settings.isColorKeyEnabled()); 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(), m_settings.getWindowTitle(), m_settings.getWindowIcon()); 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_imagepool); FL_LOG(_log, "Events bind to GUI manager"); m_eventmanager->addSdlEventListener(m_guimanager); 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 renderers"); m_renderers.push_back(new CameraZoneRenderer(m_renderbackend, 0, m_imagepool)); m_renderers.push_back(new InstanceRenderer(m_renderbackend, 10, m_imagepool, m_animpool)); m_renderers.push_back(new GridRenderer(m_renderbackend, 20)); m_renderers.push_back(new CellSelectionRenderer(m_renderbackend, 30)); m_renderers.push_back(new BlockingInfoRenderer(m_renderbackend, 40)); m_renderers.push_back(new FloatingTextRenderer(m_renderbackend, 50, dynamic_cast<AbstractFont*>(m_defaultfont))); m_renderers.push_back(new QuadTreeRenderer(m_renderbackend, 60)); m_renderers.push_back(new CoordinateRenderer(m_renderbackend, 70, dynamic_cast<AbstractFont*>(m_defaultfont))); m_renderers.push_back(new GenericRenderer(m_renderbackend, 80, m_imagepool, m_animpool)); FL_LOG(_log, "Creating model"); m_model = new Model(m_renderbackend, m_renderers, m_imagepool, m_animpool); FL_LOG(_log, "Adding pathers to model"); m_model->adoptPather(new RoutePather()); FL_LOG(_log, "Adding grid prototypes to model"); m_model->adoptCellGrid(new SquareGrid()); m_model->adoptCellGrid(new HexGrid()); m_cursor = new Cursor(m_imagepool, m_animpool, m_renderbackend); FL_LOG(_log, "Engine intialized"); } Engine::~Engine() { if( !m_destroyed ) { destroy(); } } void Engine::destroy() { FL_LOG(_log, "Destructing engine"); delete m_cursor; delete m_model; delete m_soundmanager; delete m_guimanager; delete m_gui_graphics; // 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; // properly remove all the renderers created during init std::vector<RendererBase*>::iterator rendererIter = m_renderers.begin(); for ( ; rendererIter != m_renderers.end(); ++rendererIter) { delete *rendererIter; } m_renderers.clear(); m_renderbackend->deinit(); delete m_renderbackend; delete m_vfs; delete m_timemanager; TTF_Quit(); SDL_Quit(); #ifdef USE_COCOA objc_msgSend(m_autoreleasePool, sel_registerName("release")); #endif FL_LOG(_log, "================== Engine destructed =================="); m_destroyed = true; //delete m_logmanager; } void Engine::initializePumping() { m_eventmanager->processEvents(); } void Engine::pump() { m_eventmanager->processEvents(); m_renderbackend->startFrame(); m_timemanager->update(); m_model->update(); m_guimanager->turn(); m_cursor->draw(); m_renderbackend->endFrame(); } void Engine::finalizePumping() { // nothing here at the moment.. } }//FIFE /* vim: set noexpandtab: set shiftwidth=2: set tabstop=2: */