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