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- #include "Base.h"
- #include "Game.h"
- #include "Platform.h"
- #include "RenderState.h"
- // Extern global variables
- GLenum __gl_error_code = GL_NO_ERROR;
- namespace gameplay
- {
- static Game* __gameInstance = NULL;
- long Game::_pausedTimeLast = 0L;
- long Game::_pausedTimeTotal = 0L;
- Game::Game()
- : _initialized(false), _state(UNINITIALIZED),
- _frameLastFPS(0), _frameCount(0), _frameRate(0),
- _clearDepth(1.0f), _clearStencil(0),
- _animationController(NULL), _audioController(NULL), _physicsController(NULL), _audioListener(NULL)
- {
- assert(__gameInstance == NULL);
- __gameInstance = this;
- _timeEvents = new std::priority_queue<TimeEvent, std::vector<TimeEvent>, std::less<TimeEvent> >();
- }
- Game::Game(const Game& copy)
- {
- }
- Game::~Game()
- {
- // Do not call any virtual functions from the destructor.
- // Finalization is done from outside this class.
- delete _timeEvents;
- #ifdef GAMEPLAY_MEM_LEAK_DETECTION
- Ref::printLeaks();
- printMemoryLeaks();
- #endif
- }
- Game* Game::getInstance()
- {
- return __gameInstance;
- }
- long Game::getAbsoluteTime()
- {
- return Platform::getAbsoluteTime();
- }
- long Game::getGameTime()
- {
- return Platform::getAbsoluteTime() - _pausedTimeTotal;
- }
- void Game::setVsync(bool enable)
- {
- Platform::setVsync(enable);
- }
- bool Game::isVsync()
- {
- return Platform::isVsync();
- }
- int Game::run(int width, int height)
- {
- if (_state != UNINITIALIZED)
- return -1;
- if (width == -1)
- _width = Platform::getDisplayWidth();
- else
- _width = width;
-
- if (height == -1)
- _height = Platform::getDisplayHeight();
- else
- _height = height;
- // Start up game systems.
- if (!startup())
- {
- shutdown();
- return -2;
- }
- return 0;
- }
- bool Game::startup()
- {
- if (_state != UNINITIALIZED)
- return false;
- setViewport(Rectangle(0.0f, 0.0f, (float)_width, (float)_height));
- RenderState::initialize();
- _animationController = new AnimationController();
- _animationController->initialize();
- _audioController = new AudioController();
- _audioController->initialize();
- _physicsController = new PhysicsController();
- _physicsController->initialize();
- _state = RUNNING;
- return true;
- }
- void Game::shutdown()
- {
- // Call user finalization.
- if (_state != UNINITIALIZED)
- {
- finalize();
- _animationController->finalize();
- SAFE_DELETE(_animationController);
- _audioController->finalize();
- SAFE_DELETE(_audioController);
- _physicsController->finalize();
- SAFE_DELETE(_physicsController);
- SAFE_DELETE(_audioListener);
- RenderState::finalize();
-
- _state = UNINITIALIZED;
- }
- }
- void Game::pause()
- {
- if (_state == RUNNING)
- {
- _state = PAUSED;
- _pausedTimeLast = Platform::getAbsoluteTime();
- _animationController->pause();
- _audioController->pause();
- _physicsController->pause();
- }
- }
- void Game::resume()
- {
- if (_state == PAUSED)
- {
- _state = RUNNING;
- _pausedTimeTotal += Platform::getAbsoluteTime() - _pausedTimeLast;
- _animationController->resume();
- _audioController->resume();
- _physicsController->resume();
- }
- }
- void Game::exit()
- {
- shutdown();
- }
- void Game::frame()
- {
- if (!_initialized)
- {
- initialize();
- _initialized = true;
- }
- if (_state == Game::RUNNING)
- {
- // Update Time.
- static long lastFrameTime = Game::getGameTime();
- long frameTime = Game::getGameTime();
- long elapsedTime = (frameTime - lastFrameTime);
- lastFrameTime = frameTime;
- // Update the scheduled and running animations.
- _animationController->update(elapsedTime);
- // Fire time events to scheduled TimeListeners
- fireTimeEvents(frameTime);
-
- // Update the physics.
- _physicsController->update(elapsedTime);
- // Application Update.
- update(elapsedTime);
- // Audio Rendering.
- _audioController->update(elapsedTime);
- // Graphics Rendering.
- render(elapsedTime);
- // Update FPS.
- ++_frameCount;
- if ((Game::getGameTime() - _frameLastFPS) >= 1000)
- {
- _frameRate = _frameCount;
- _frameCount = 0;
- _frameLastFPS = Game::getGameTime();
- }
- }
- else
- {
- // Application Update.
- update(0);
- // Graphics Rendering.
- render(0);
- }
- }
- void Game::setViewport(const Rectangle& viewport)
- {
- _viewport = viewport;
- glViewport((GLuint)viewport.x, (GLuint)viewport.y, (GLuint)viewport.width, (GLuint)viewport.height);
- }
- void Game::clear(ClearFlags flags, const Vector4& clearColor, float clearDepth, int clearStencil)
- {
- GLbitfield bits = 0;
- if (flags & CLEAR_COLOR)
- {
- if (clearColor.x != _clearColor.x ||
- clearColor.y != _clearColor.y ||
- clearColor.z != _clearColor.z ||
- clearColor.w != _clearColor.w )
- {
- glClearColor(clearColor.x, clearColor.y, clearColor.z, clearColor.w);
- _clearColor.set(clearColor);
- }
- bits |= GL_COLOR_BUFFER_BIT;
- }
- if (flags & CLEAR_DEPTH)
- {
- if (clearDepth != _clearDepth)
- {
- glClearDepth(clearDepth);
- _clearDepth = clearDepth;
- }
- bits |= GL_DEPTH_BUFFER_BIT;
- // We need to explicitly call the static enableDepthWrite() method on StateBlock
- // to ensure depth writing is enabled before clearing the depth buffer (and to
- // update the global StateBlock render state to reflect this).
- RenderState::StateBlock::enableDepthWrite();
- }
- if (flags & CLEAR_STENCIL)
- {
- if (clearStencil != _clearStencil)
- {
- glClearStencil(clearStencil);
- _clearStencil = clearStencil;
- }
- bits |= GL_STENCIL_BUFFER_BIT;
- }
- glClear(bits);
- }
- AudioListener* Game::getAudioListener()
- {
- if (_audioListener == NULL)
- {
- _audioListener = new AudioListener();
- }
- return _audioListener;
- }
- void Game::menu()
- {
- }
- void Game::keyEvent(Keyboard::KeyEvent evt, int key)
- {
- }
- void Game::touchEvent(Touch::TouchEvent evt, int x, int y, unsigned int contactIndex)
- {
- }
- void Game::schedule(long timeOffset, TimeListener* timeListener, void* cookie)
- {
- assert(timeListener);
- TimeEvent timeEvent(getGameTime() + timeOffset, timeListener, cookie);
- _timeEvents->push(timeEvent);
- }
- bool Game::mouseEvent(Mouse::MouseEvent evt, int x, int y, int wheelDelta)
- {
- return false;
- }
- void Game::updateOnce()
- {
- // Update Time.
- static long lastFrameTime = Game::getGameTime();
- long frameTime = Game::getGameTime();
- long elapsedTime = (frameTime - lastFrameTime);
- lastFrameTime = frameTime;
- // Update the internal controllers.
- _animationController->update(elapsedTime);
- _physicsController->update(elapsedTime);
- _audioController->update(elapsedTime);
- }
- void Game::fireTimeEvents(long frameTime)
- {
- while (_timeEvents->size() > 0)
- {
- const TimeEvent* timeEvent = &_timeEvents->top();
- if (timeEvent->time > frameTime)
- {
- break;
- }
- timeEvent->listener->timeEvent(frameTime - timeEvent->time, timeEvent->cookie);
- _timeEvents->pop();
- }
- }
- Game::TimeEvent::TimeEvent(long time, TimeListener* timeListener, void* cookie)
- : time(time), listener(timeListener), cookie(cookie)
- {
- }
- bool Game::TimeEvent::operator<(const TimeEvent& v) const
- {
- // The first element of std::priority_queue is the greatest.
- return time > v.time;
- }
- }
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