otclient/src/framework/core/graphicalapplication.cpp
Eduardo Bart e3298d561c Rework application class and framework
Make otclient's framework flexible enough to run console apps like
servers, so this mean is possible to build otclient versions without
graphical interface and use it's framework to code servers
2012-07-13 22:23:11 -03:00

235 lines
6.8 KiB
C++

/*
* Copyright (c) 2010-2012 OTClient <https://github.com/edubart/otclient>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include "graphicalapplication.h"
#include <framework/core/clock.h>
#include <framework/core/eventdispatcher.h>
#include <framework/platform/platformwindow.h>
#include <framework/ui/uimanager.h>
#include <framework/graphics/graphics.h>
#include <framework/graphics/particlemanager.h>
#include <framework/graphics/painter.h>
#ifdef FW_SOUND
#include <framework/sound/soundmanager.h>
#endif
GraphicalApplication g_app;
void GraphicalApplication::init(const std::vector<std::string>& args)
{
Application::init(args);
// setup platform window
g_window.init();
g_window.hide();
g_window.setOnResize(std::bind(&GraphicalApplication::resize, this, std::placeholders::_1));
g_window.setOnInputEvent(std::bind(&GraphicalApplication::inputEvent, this, std::placeholders::_1));
g_window.setOnClose(std::bind(&GraphicalApplication::close, this));
// initialize ui
g_ui.init();
// initialize graphics
g_graphics.init();
// fire first resize event
resize(g_window.getSize());
#ifdef FW_SOUND
// initialize sound
g_sounds.init();
#endif
}
void GraphicalApplication::deinit()
{
// hide the window because there is no render anymore
g_window.hide();
Application::deinit();
}
void GraphicalApplication::terminate()
{
// destroy particles
g_particles.terminate();
// destroy any remaining widget
g_ui.terminate();
#ifdef FW_SOUND
// terminate sound
g_sounds.terminate();
#endif
Application::terminate();
m_terminated = false;
// terminate graphics
m_foreground = nullptr;
g_graphics.terminate();
g_window.terminate();
m_terminated = true;
}
void GraphicalApplication::run()
{
m_running = true;
// first clock update
g_clock.update();
// run the first poll
poll();
g_clock.update();
g_lua.callGlobalField("g_app", "onRun");
// show the application only after we draw some frames
g_dispatcher.scheduleEvent([] { g_window.show(); }, 10);
while(!m_stopping) {
// poll all events before rendering
poll();
if(g_window.isVisible()) {
// the otclient's screen consists of two panes
// background pane - high updated and animated pane (where the game are stuff happens)
// foreground pane - steady pane with few animated stuff (UI)
bool redraw = false;
bool updateForeground = false;
bool cacheForeground = g_graphics.canCacheBackbuffer() && m_foregroundFrameCounter.getMaxFps() != 0;
if(m_backgroundFrameCounter.shouldProcessNextFrame()) {
redraw = true;
if(m_mustRepaint || m_foregroundFrameCounter.shouldProcessNextFrame()) {
m_mustRepaint = false;
updateForeground = true;
}
}
if(redraw) {
if(cacheForeground) {
Rect viewportRect(0, 0, g_painter->getResolution());
// draw the foreground into a texture
if(updateForeground) {
m_foregroundFrameCounter.processNextFrame();
// draw foreground
g_painter->setAlphaWriting(true);
g_painter->clear(Color::alpha);
g_ui.render(Fw::ForegroundPane);
// copy the foreground to a texture
m_foreground->copyFromScreen(viewportRect);
g_painter->clear(Color::black);
g_painter->setAlphaWriting(false);
}
// draw background (animated stuff)
m_backgroundFrameCounter.processNextFrame();
g_ui.render(Fw::BackgroundPane);
// draw the foreground (steady stuff)
g_painter->setColor(Color::white);
g_painter->setOpacity(1.0);
g_painter->drawTexturedRect(viewportRect, m_foreground, viewportRect);
} else {
m_foregroundFrameCounter.processNextFrame();
m_backgroundFrameCounter.processNextFrame();
g_ui.render(Fw::BothPanes);
}
// update screen pixels
g_window.swapBuffers();
}
// only update the current time once per frame to gain performance
g_clock.update();
m_backgroundFrameCounter.update();
m_foregroundFrameCounter.update();
int sleepMicros = m_backgroundFrameCounter.getMaximumSleepMicros();
if(sleepMicros >= AdaptativeFrameCounter::MINIMUM_MICROS_SLEEP)
stdext::microsleep(sleepMicros);
} else {
// sleeps until next poll to avoid massive cpu usage
stdext::millisleep(POLL_CYCLE_DELAY+1);
g_clock.update();
}
}
m_stopping = false;
m_running = false;
}
void GraphicalApplication::poll()
{
#ifdef FW_SOUND
g_sounds.poll();
#endif
// poll window input events
g_window.poll();
g_particles.update();
Application::poll();
}
void GraphicalApplication::close()
{
m_onInputEvent = true;
Application::close();
m_onInputEvent = false;
}
void GraphicalApplication::resize(const Size& size)
{
m_onInputEvent = true;
g_graphics.resize(size);
g_ui.resize(size);
m_onInputEvent = false;
if(g_graphics.canCacheBackbuffer()) {
m_foreground = TexturePtr(new Texture(size));
m_foreground->setUpsideDown(true);
}
m_mustRepaint = true;
}
void GraphicalApplication::inputEvent(const InputEvent& event)
{
m_onInputEvent = true;
g_ui.inputEvent(event);
m_onInputEvent = false;
}