// Residual - Virtual machine to run LucasArts' 3D adventure games // Copyright (C) 2003-2004 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 #include #include #include "screen.h" #include "smush.h" #include "driver_gl.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(); if (SCREENBLOCKS_GLOBAL == 1) screenBlocksReset(); // 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(); } g_driver->clearScreen(); if (SCREENBLOCKS_GLOBAL == 1) screenBlocksBlitDirtyBlocks(); if (!g_smush->isPlaying() || (g_smush->isPlaying() && !g_smush->isFullSize())) { Bitmap::prepareDraw(); if (currScene_ != NULL) currScene_->drawBackground(); } if (g_smush->isPlaying()) { if (g_smush->isUpdateNeeded()) { g_driver->prepareSmushFrame(g_smush->getWidth(), g_smush->getHeight(), g_smush->getDstPtr()); g_smush->clearUpdateNeeded(); } g_driver->drawSmushFrame(g_smush->getX(), g_smush->getY()); } glMatrixMode(GL_MODELVIEW); glEnable(GL_DEPTH_TEST); if (currScene_ != NULL) currScene_->setupCamera(); // Draw actors if (!g_smush->isPlaying() || (g_smush->isPlaying() && !g_smush->isFullSize())) { 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); //screenBlocksDrawDebug(); } // Draw text for (text_list_type::iterator i = textObjects_.begin(); i != textObjects_.end(); i++) { (*i)->draw(); } g_driver->flipBuffer(); // 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; }