/* ** globalstate.cpp ** ** This file is part of mkxp. ** ** Copyright (C) 2013 Jonas Kulla ** ** mkxp is free software: you can redistribute it and/or modify ** it under the terms of the GNU General Public License as published by ** the Free Software Foundation, either version 2 of the License, or ** (at your option) any later version. ** ** mkxp 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 General Public License for more details. ** ** You should have received a copy of the GNU General Public License ** along with mkxp. If not, see . */ #include "globalstate.h" #include "util.h" #include "filesystem.h" #include "graphics.h" #include "input.h" #include "audio.h" #include "glstate.h" #include "shader.h" #include "texpool.h" #include "font.h" #include "eventthread.h" #include "gl-util.h" #include "global-ibo.h" #include "quad.h" #include "binding.h" #include #include #include GlobalState *GlobalState::instance = 0; static GlobalIBO *globalIBO = 0; #define GAME_ARCHIVE "Game.rgssad" struct GlobalStatePrivate { void *bindingData; SDL_Window *sdlWindow; Scene *screen; FileSystem fileSystem; EventThread &eThread; RGSSThreadData &rtData; Config &config; Graphics graphics; Input input; Audio audio; GLState _glState; SimpleShader simpleShader; SimpleColorShader simpleColorShader; SimpleAlphaShader simpleAlphaShader; SimpleSpriteShader simpleSpriteShader; SpriteShader spriteShader; PlaneShader planeShader; FlashMapShader flashMapShader; TransShader transShader; SimpleTransShader sTransShader; HueShader hueShader; BltShader bltShader; #ifdef RGSS2 SimpleMatrixShader simpleMatrixShader; BlurShader blurShader; #endif TexPool texPool; FontPool fontPool; Font *defaultFont; TEX::ID globalTex; int globalTexW, globalTexH; TEXFBO gpTexFBO; Quad gpQuad; unsigned int stampCounter; GlobalStatePrivate(RGSSThreadData *threadData) : bindingData(0), sdlWindow(threadData->window), fileSystem(threadData->argv0), eThread(*threadData->ethread), rtData(*threadData), config(threadData->config), graphics(threadData), stampCounter(0) { if (!config.gameFolder.isEmpty()) { int unused = chdir(config.gameFolder.constData()); (void) unused; fileSystem.addPath("."); } // FIXME find out correct archive filename QByteArray archPath = GAME_ARCHIVE; if (QFile::exists(archPath.constData())) fileSystem.addPath(archPath.constData()); for (int i = 0; i < config.rtps.count(); ++i) fileSystem.addPath(config.rtps[i].constData()); fileSystem.createPathCache(); globalTexW = 128; globalTexH = 64; globalTex = TEX::gen(); TEX::bind(globalTex); TEX::setRepeat(false); TEX::setSmooth(false); TEX::allocEmpty(globalTexW, globalTexH); TEXFBO::init(gpTexFBO); /* Reuse starting values */ TEXFBO::allocEmpty(gpTexFBO, globalTexW, globalTexH); TEXFBO::linkFBO(gpTexFBO); } ~GlobalStatePrivate() { TEX::del(globalTex); TEXFBO::fini(gpTexFBO); } }; void GlobalState::initInstance(RGSSThreadData *threadData) { globalIBO = new GlobalIBO(); globalIBO->ensureSize(1); GlobalState *state = new GlobalState(threadData); GlobalState::instance = state; state->p->defaultFont = new Font(); } void GlobalState::finiInstance() { delete GlobalState::instance->p->defaultFont; delete GlobalState::instance; delete globalIBO; } void GlobalState::setScreen(Scene &screen) { p->screen = &screen; } #define GSATT(type, lower) \ type GlobalState :: lower() \ { \ return p->lower; \ } GSATT(void*, bindingData) GSATT(SDL_Window*, sdlWindow) GSATT(Scene*, screen) GSATT(FileSystem&, fileSystem) GSATT(EventThread&, eThread) GSATT(RGSSThreadData&, rtData) GSATT(Config&, config) GSATT(Graphics&, graphics) GSATT(Input&, input) GSATT(Audio&, audio) GSATT(GLState&, _glState) GSATT(SimpleShader&, simpleShader) GSATT(SimpleColorShader&, simpleColorShader) GSATT(SimpleAlphaShader&, simpleAlphaShader) GSATT(SimpleSpriteShader&, simpleSpriteShader) GSATT(SpriteShader&, spriteShader) GSATT(PlaneShader&, planeShader) GSATT(FlashMapShader&, flashMapShader) GSATT(TransShader&, transShader) GSATT(SimpleTransShader&, sTransShader) GSATT(HueShader&, hueShader) GSATT(BltShader&, bltShader) GSATT(TexPool&, texPool) GSATT(FontPool&, fontPool) GSATT(Quad&, gpQuad) #ifdef RGSS2 GSATT(SimpleMatrixShader&, simpleMatrixShader) GSATT(BlurShader&, blurShader) #endif void GlobalState::setBindingData(void *data) { p->bindingData = data; } void GlobalState::ensureQuadIBO(int minSize) { globalIBO->ensureSize(minSize); } void GlobalState::bindQuadIBO() { IBO::bind(globalIBO->ibo); } void GlobalState::bindTex() { TEX::bind(p->globalTex); TEX::allocEmpty(p->globalTexW, p->globalTexH); } void GlobalState::ensureTexSize(int minW, int minH, Vec2i ¤tSizeOut) { if (minW > p->globalTexW) p->globalTexW = findNextPow2(minW); if (minH > p->globalTexH) p->globalTexH = findNextPow2(minH); currentSizeOut = Vec2i(p->globalTexW, p->globalTexH); } TEXFBO &GlobalState::gpTexFBO(int minW, int minH) { bool needResize = false; if (minW > p->gpTexFBO.width) { p->gpTexFBO.width = findNextPow2(minW); needResize = true; } if (minH > p->gpTexFBO.height) { p->gpTexFBO.height = findNextPow2(minH); needResize = true; } if (needResize) { TEX::bind(p->gpTexFBO.tex); TEX::allocEmpty(p->gpTexFBO.width, p->gpTexFBO.height); } return p->gpTexFBO; } void GlobalState::checkShutdown() { if (!p->rtData.rqTerm) return; p->rtData.rqTermAck = true; p->texPool.disable(); scriptBinding->terminate(); } Font &GlobalState::defaultFont() { return *p->defaultFont; } unsigned int GlobalState::genTimeStamp() { return p->stampCounter++; } GlobalState::GlobalState(RGSSThreadData *threadData) { p = new GlobalStatePrivate(threadData); p->screen = p->graphics.getScreen(); } GlobalState::~GlobalState() { delete p; }