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