scummvm/engine.cpp
2003-08-25 19:47:54 +00:00

144 lines
3.8 KiB
C++

// Residual - Virtual machine to run LucasArts' 3D adventure games
// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
//
// This library 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#include "stdafx.h"
#include "engine.h"
#include "scene.h"
#include "lua.h"
#include "colormap.h"
#include "actor.h"
#include "textobject.h"
#include <SDL.h>
#include <SDL_opengl.h>
#include <SDL_timer.h>
#include <assert.h>
Engine *Engine::instance_ = NULL;
Engine::Engine() :
currScene_(NULL), selectedActor_(NULL)
{
for (int i = 0; i < SDLK_EXTRA_LAST; i++)
controlsEnabled_[i] = false;
}
void Engine::mainLoop() {
frameTime_ = 0;
frameStart_ = SDL_GetTicks();
for (;;) {
// Process events
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_KEYDOWN &&
controlsEnabled_[event.key.keysym.sym]) {
lua_beginblock();
lua_Object handler = getEventHandler("buttonHandler");
if (handler != LUA_NOOBJECT) {
lua_pushnumber(event.key.keysym.sym);
lua_pushnumber(1);
lua_pushnil();
lua_callfunction(handler);
}
lua_endblock();
}
if (event.type == SDL_KEYUP &&
controlsEnabled_[event.key.keysym.sym]) {
lua_beginblock();
lua_Object handler = getEventHandler("buttonHandler");
if (handler != LUA_NOOBJECT) {
lua_pushnumber(event.key.keysym.sym);
lua_pushnil();
lua_pushnil();
lua_callfunction(handler);
}
lua_endblock();
}
if (event.type == SDL_QUIT) {
lua_beginblock();
lua_Object handler = getEventHandler("exitHandler");
if (handler != LUA_NOOBJECT)
lua_callfunction(handler);
lua_endblock();
}
if (event.type == SDL_KEYDOWN) {
if (event.key.keysym.sym == SDLK_q)
return;
}
}
// Run asynchronous tasks
lua_runtasks();
// Update actor costumes
for (actor_list_type::iterator i = actors_.begin();
i != actors_.end(); i++) {
Actor *a = *i;
assert(currScene_);
if (a->inSet(currScene_->name()) && a->visible())
a->update();
}
// Draw the screen
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Bitmap::prepareGL();
if (currScene_ != NULL)
currScene_->drawBackground();
glEnable(GL_DEPTH_TEST);
if (currScene_ != NULL)
currScene_->setupCamera();
// Draw actors
glEnable(GL_TEXTURE_2D);
for (actor_list_type::iterator i = actors_.begin();
i != actors_.end(); i++) {
Actor *a = *i;
if (a->inSet(currScene_->name()) && a->visible())
a->draw();
}
glDisable(GL_TEXTURE_2D);
// Draw text
for (text_list_type::iterator i = textObjects_.begin();
i != textObjects_.end(); i++) {
(*i)->draw();
}
SDL_GL_SwapBuffers();
// Update timing information
unsigned newStart = SDL_GetTicks();
frameTime_ = newStart - frameStart_;
frameStart_ = newStart;
lua_beginblock();
set_frameTime(frameTime_);
lua_endblock();
}
}
void Engine::setScene(const char *name) {
Block *b = ResourceLoader::instance()->getFileBlock(name);
if (b == NULL)
warning("Could not find scene file %s\n", name);
delete currScene_;
currScene_ = new Scene(name, b->data(), b->len());
delete b;
}