mkxp/src/globalstate.cpp

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/*
** globalstate.cpp
**
** This file is part of mkxp.
**
** Copyright (C) 2013 Jonas Kulla <Nyocurio@gmail.com>
**
** 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 <http://www.gnu.org/licenses/>.
*/
#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"
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#include "binding.h"
#include <QFile>
#include <unistd.h>
#include <QDebug>
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;
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SpriteShader spriteShader;
PlaneShader planeShader;
FlashMapShader flashMapShader;
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TransShader transShader;
SimpleTransShader sTransShader;
HueShader hueShader;
BltShader bltShader;
TexPool texPool;
FontPool fontPool;
Font *defaultFont;
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TEX::ID globalTex;
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int globalTexW, globalTexH;
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TEXFBO gpTexFBO;
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Quad gpQuad;
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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(config.gameFolder.constData());
}
// FIXME find out correct archive filename
QByteArray archPath = threadData->config.gameFolder + "/" 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();
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globalTexW = 128;
globalTexH = 64;
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globalTex = TEX::gen();
TEX::bind(globalTex);
TEX::setRepeat(false);
TEX::setSmooth(false);
TEX::allocEmpty(globalTexW, globalTexH);
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TEXFBO::init(gpTexFBO);
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/* Reuse starting values */
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TEXFBO::allocEmpty(gpTexFBO, globalTexW, globalTexH);
TEXFBO::linkFBO(gpTexFBO);
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}
~GlobalStatePrivate()
{
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TEX::del(globalTex);
TEXFBO::fini(gpTexFBO);
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}
};
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)
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GSATT(SpriteShader&, spriteShader)
GSATT(PlaneShader&, planeShader)
GSATT(FlashMapShader&, flashMapShader)
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GSATT(TransShader&, transShader)
GSATT(SimpleTransShader&, sTransShader)
GSATT(HueShader&, hueShader)
GSATT(BltShader&, bltShader)
GSATT(TexPool&, texPool)
GSATT(FontPool&, fontPool)
GSATT(Quad&, gpQuad)
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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()
{
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TEX::bind(p->globalTex);
TEX::allocEmpty(p->globalTexW, p->globalTexH);
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}
void GlobalState::ensureTexSize(int minW, int minH, Vec2i &currentSizeOut)
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{
if (minW > p->globalTexW)
p->globalTexW = findNextPow2(minW);
if (minH > p->globalTexH)
p->globalTexH = findNextPow2(minH);
currentSizeOut = Vec2i(p->globalTexW, p->globalTexH);
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}
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TEXFBO &GlobalState::gpTexFBO(int minW, int minH)
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{
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)
{
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TEX::bind(p->gpTexFBO.tex);
TEX::allocEmpty(p->gpTexFBO.width, p->gpTexFBO.height);
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}
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;
}