mirror of
https://github.com/libretro/scummvm.git
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144 lines
3.8 KiB
C++
144 lines
3.8 KiB
C++
// Residual - Virtual machine to run LucasArts' 3D adventure games
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// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Lesser General Public
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// License as published by the Free Software Foundation; either
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// version 2.1 of the License, or (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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#include "stdafx.h"
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#include "engine.h"
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#include "scene.h"
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#include "lua.h"
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#include "colormap.h"
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#include "actor.h"
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#include "textobject.h"
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#include <SDL.h>
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#include <SDL_opengl.h>
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#include <SDL_timer.h>
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#include <assert.h>
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Engine *Engine::instance_ = NULL;
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Engine::Engine() :
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currScene_(NULL), selectedActor_(NULL)
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{
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for (int i = 0; i < SDLK_EXTRA_LAST; i++)
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controlsEnabled_[i] = false;
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}
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void Engine::mainLoop() {
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frameTime_ = 0;
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frameStart_ = SDL_GetTicks();
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for (;;) {
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// Process events
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_KEYDOWN &&
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controlsEnabled_[event.key.keysym.sym]) {
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lua_beginblock();
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lua_Object handler = getEventHandler("buttonHandler");
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if (handler != LUA_NOOBJECT) {
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lua_pushnumber(event.key.keysym.sym);
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lua_pushnumber(1);
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lua_pushnil();
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lua_callfunction(handler);
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}
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lua_endblock();
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}
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if (event.type == SDL_KEYUP &&
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controlsEnabled_[event.key.keysym.sym]) {
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lua_beginblock();
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lua_Object handler = getEventHandler("buttonHandler");
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if (handler != LUA_NOOBJECT) {
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lua_pushnumber(event.key.keysym.sym);
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lua_pushnil();
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lua_pushnil();
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lua_callfunction(handler);
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}
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lua_endblock();
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}
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if (event.type == SDL_QUIT) {
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lua_beginblock();
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lua_Object handler = getEventHandler("exitHandler");
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if (handler != LUA_NOOBJECT)
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lua_callfunction(handler);
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lua_endblock();
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}
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if (event.type == SDL_KEYDOWN) {
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if (event.key.keysym.sym == SDLK_q)
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return;
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}
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}
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// Run asynchronous tasks
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lua_runtasks();
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// Update actor costumes
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for (actor_list_type::iterator i = actors_.begin();
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i != actors_.end(); i++) {
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Actor *a = *i;
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assert(currScene_);
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if (a->inSet(currScene_->name()) && a->visible())
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a->update();
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}
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// Draw the screen
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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Bitmap::prepareGL();
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if (currScene_ != NULL)
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currScene_->drawBackground();
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glEnable(GL_DEPTH_TEST);
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if (currScene_ != NULL)
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currScene_->setupCamera();
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// Draw actors
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glEnable(GL_TEXTURE_2D);
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for (actor_list_type::iterator i = actors_.begin();
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i != actors_.end(); i++) {
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Actor *a = *i;
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if (a->inSet(currScene_->name()) && a->visible())
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a->draw();
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}
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glDisable(GL_TEXTURE_2D);
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// Draw text
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for (text_list_type::iterator i = textObjects_.begin();
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i != textObjects_.end(); i++) {
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(*i)->draw();
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}
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SDL_GL_SwapBuffers();
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// Update timing information
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unsigned newStart = SDL_GetTicks();
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frameTime_ = newStart - frameStart_;
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frameStart_ = newStart;
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lua_beginblock();
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set_frameTime(frameTime_);
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lua_endblock();
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}
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}
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void Engine::setScene(const char *name) {
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Block *b = ResourceLoader::instance()->getFileBlock(name);
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if (b == NULL)
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warning("Could not find scene file %s\n", name);
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delete currScene_;
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currScene_ = new Scene(name, b->data(), b->len());
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delete b;
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}
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