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/*
* This program 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.
*
* This program 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 this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*/
/** \file KX_KetsjiEngine.h
* \ingroup ketsji
*/
#ifndef __KX_KETSJIENGINE_H__
#define __KX_KETSJIENGINE_H__
#include "MT_CmMatrix4x4.h"
#include "MT_Matrix4x4.h"
#include "STR_String.h"
#include "KX_ISystem.h"
#include "KX_Scene.h"
#include "EXP_Python.h"
#include "KX_WorldInfo.h"
#include <vector>
struct TaskScheduler;
class KX_TimeCategoryLogger;
#define LEFT_EYE 1
#define RIGHT_EYE 2
enum KX_ExitRequestMode
{
KX_EXIT_REQUEST_NO_REQUEST = 0,
KX_EXIT_REQUEST_QUIT_GAME,
KX_EXIT_REQUEST_RESTART_GAME,
KX_EXIT_REQUEST_START_OTHER_GAME,
KX_EXIT_REQUEST_NO_SCENES_LEFT,
KX_EXIT_REQUEST_BLENDER_ESC,
KX_EXIT_REQUEST_OUTSIDE,
KX_EXIT_REQUEST_MAX
};
typedef struct {
short matmode;
short glslflag;
} GlobalSettings;
/**
* KX_KetsjiEngine is the core game engine class.
*/
class KX_KetsjiEngine
{
private:
class RAS_ICanvas* m_canvas; // 2D Canvas (2D Rendering Device Context)
class RAS_IRasterizer* m_rasterizer; // 3D Rasterizer (3D Rendering)
class KX_ISystem* m_kxsystem;
class KX_ISceneConverter* m_sceneconverter;
class NG_NetworkDeviceInterface* m_networkdevice;
#ifdef WITH_PYTHON
/* borrowed from sys.modules["__main__"], don't manage ref's */
PyObject* m_pythondictionary;
PyObject* m_pyprofiledict;
#endif
class SCA_IInputDevice* m_keyboarddevice;
class SCA_IInputDevice* m_mousedevice;
class KX_Dome* m_dome; // dome stereo mode
/** Lists of scenes scheduled to be removed at the end of the frame. */
std::vector<STR_String> m_removingScenes;
/** Lists of overley scenes scheduled to be added at the end of the frame. */
std::vector<STR_String> m_addingOverlayScenes;
/** Lists of background scenes scheduled to be added at the end of the frame. */
std::vector<STR_String> m_addingBackgroundScenes;
/** Lists of scenes scheduled to be replaced at the end of the frame. */
std::vector<std::pair<STR_String,STR_String> > m_replace_scenes;
/* The current list of scenes. */
KX_SceneList m_scenes;
/* State variable recording the presence of object debug info in the current scene list. */
bool m_propertiesPresent;
bool m_bInitialized;
int m_activecam;
bool m_bFixedTime;
bool m_useExternalClock;
bool m_firstframe;
int m_currentFrame;
double m_frameTime; // current logic game time
double m_clockTime; // game time for the next rendering step
double m_previousClockTime; // game time of the previous rendering step
double m_previousAnimTime; //game time when the animations were last updated
double m_remainingTime;
double m_timescale; // time scaling parameter. if > 1.0, time goes faster than real-time. If < 1.0, times goes slower than real-time.
double m_previousRealTime;
static int m_maxLogicFrame; /* maximum number of consecutive logic frame */
static int m_maxPhysicsFrame; /* maximum number of consecutive physics frame */
static double m_ticrate;
static double m_anim_framerate; /* for animation playback only - ipo and action */
static bool m_restrict_anim_fps;
static double m_suspendedtime;
static double m_suspendeddelta;
static short m_exitkey; /* Key used to exit the BGE */
static bool m_doRender; /* whether or not the scene should be rendered after the logic frame */
int m_exitcode;
STR_String m_exitstring;
float m_cameraZoom;
bool m_overrideCam;
STR_String m_overrideSceneName;
bool m_overrideCamUseOrtho;
MT_CmMatrix4x4 m_overrideCamProjMat;
MT_CmMatrix4x4 m_overrideCamViewMat;
float m_overrideCamNear;
float m_overrideCamFar;
float m_overrideCamLens;
/// Default camera zoom.
float m_overrideCamZoom;
bool m_stereo;
int m_curreye;
/** Categories for profiling display. */
typedef enum {
tc_first = 0,
tc_physics = 0,
tc_logic,
tc_animations,
tc_network,
tc_scenegraph,
tc_rasterizer,
tc_services, // time spent in miscelaneous activities
tc_overhead, // profile info drawing overhead
tc_outside, // time spent outside main loop
tc_latency, // time spent waiting on the gpu
tc_numCategories
} KX_TimeCategory;
/** Time logger. */
KX_TimeCategoryLogger* m_logger;
/** Labels for profiling display. */
static const char m_profileLabels[tc_numCategories][15];
/** Last estimated framerate */
static double m_average_framerate;
/** Show the framerate on the game display? */
bool m_show_framerate;
/** Show profiling info on the game display? */
bool m_show_profile;
/** Show any debug (scene) object properties on the game display? */
bool m_showProperties;
/** Show background behind text for readability? */
bool m_showBackground;
/** Show debug properties on the game display*/
bool m_show_debug_properties;
/** Automatic add debug properties to the debug list*/
bool m_autoAddDebugProperties;
/** record physics into keyframes */
bool m_animation_record;
/** Hide cursor every frame? */
bool m_hideCursor;
/** Override framing bars color? */
bool m_overrideFrameColor;
/** Red component of framing bar color. */
float m_overrideFrameColorR;
/** Green component of framing bar color. */
float m_overrideFrameColorG;
/** Blue component of framing bar color. */
float m_overrideFrameColorB;
/** alpha component of framing bar color. */
float m_overrideFrameColorA;
/** Settings that doesn't go away with Game Actuator */
GlobalSettings m_globalsettings;
/** Task scheduler for multi-threading */
TaskScheduler* m_taskscheduler;
void RenderFrame(KX_Scene* scene, KX_Camera* cam);
void PostRenderScene(KX_Scene* scene);
void RenderDebugProperties();
public:
KX_KetsjiEngine(class KX_ISystem* system);
virtual ~KX_KetsjiEngine();
// set the devices and stuff. the client must take care of creating these
void SetKeyboardDevice(SCA_IInputDevice* keyboarddevice);
void SetMouseDevice(SCA_IInputDevice* mousedevice);
void SetNetworkDevice(NG_NetworkDeviceInterface* networkdevice);
void SetCanvas(RAS_ICanvas* canvas);
void SetRasterizer(RAS_IRasterizer* rasterizer);
#ifdef WITH_PYTHON
void SetPyNamespace(PyObject *pythondictionary);
PyObject* GetPyNamespace() { return m_pythondictionary; }
PyObject* GetPyProfileDict();
#endif
void SetSceneConverter(KX_ISceneConverter* sceneconverter);
KX_ISceneConverter* GetSceneConverter() { return m_sceneconverter; }
void SetAnimRecordMode(bool animation_record, int startFrame);
int getAnimRecordFrame() const;
void setAnimRecordFrame(int framenr);
RAS_IRasterizer* GetRasterizer() { return m_rasterizer; }
RAS_ICanvas* GetCanvas() { return m_canvas; }
SCA_IInputDevice* GetKeyboardDevice() { return m_keyboarddevice; }
SCA_IInputDevice* GetMouseDevice() { return m_mousedevice; }
TaskScheduler* GetTaskScheduler() { return m_taskscheduler; }
/// Dome functions
void InitDome(short res, short mode, short angle, float resbuf, short tilt, struct Text* text);
void EndDome();
void RenderDome();
bool m_usedome;
///returns true if an update happened to indicate -> Render
bool NextFrame();
void Render();
void RenderShadowBuffers(KX_Scene *scene);
void StartEngine(bool clearIpo);
void StopEngine();
void Export(const STR_String& filename);
void RequestExit(int exitrequestmode);
void SetNameNextGame(const STR_String& nextgame);
int GetExitCode();
const STR_String& GetExitString();
KX_SceneList* CurrentScenes();
KX_Scene* FindScene(const STR_String& scenename);
void AddScene(class KX_Scene* scene);
void ConvertAndAddScene(const STR_String& scenename,bool overlay);
void RemoveScene(const STR_String& scenename);
bool ReplaceScene(const STR_String& oldscene,const STR_String& newscene);
void SuspendScene(const STR_String& scenename);
void ResumeScene(const STR_String& scenename);
void GetSceneViewport(KX_Scene* scene, KX_Camera* cam, RAS_Rect& area, RAS_Rect& viewport);
/// Sets zoom for camera objects, useful only with extend and scale framing mode.
void SetCameraZoom(float camzoom);
void EnableCameraOverride(const STR_String& forscene);
void SetCameraOverrideUseOrtho(bool useOrtho);
void SetCameraOverrideProjectionMatrix(const MT_CmMatrix4x4& mat);
void SetCameraOverrideViewMatrix(const MT_CmMatrix4x4& mat);
void SetCameraOverrideClipping(float near, float far);
void SetCameraOverrideLens(float lens);
/// Sets zoom for default camera, = 2 in embedded mode.
void SetCameraOverrideZoom(float camzoom);
// Update animations for object in this scene
void UpdateAnimations(KX_Scene *scene);
/**
* Sets display of all frames.
* \param bUseFixedTime New setting for display all frames.
*/
void SetUseFixedTime(bool bUseFixedTime);
/**
* Returns display of all frames.
* \return Current setting for display all frames.
*/
bool GetUseFixedTime(void) const;
/**
* Sets if the BGE relies on a external clock or its own internal clock
*/
void SetUseExternalClock(bool bUseExternalClock);
/**
* Returns if we rely on an external clock
* \return Current setting
*/
bool GetUseExternalClock(void) const;
/**
* Returns next render frame game time
*/
double GetClockTime(void) const;
/**
* Set the next render frame game time. It will impact also frame time, as
* this one is derived from clocktime
*/
void SetClockTime(double externalClockTime);
/**
* Returns current logic frame game time
*/
double GetFrameTime(void) const;
/**
* Returns the real (system) time
*/
double GetRealTime(void) const;
/**
* Returns the difference between the local time of the scene (when it
* was running and not suspended) and the "curtime"
*/
static double GetSuspendedDelta();
/**
* Gets the number of logic updates per second.
*/
static double GetTicRate();
/**
* Sets the number of logic updates per second.
*/
static void SetTicRate(double ticrate);
/**
* Gets the maximum number of logic frame before render frame
*/
static int GetMaxLogicFrame();
/**
* Sets the maximum number of logic frame before render frame
*/
static void SetMaxLogicFrame(int frame);
/**
* Gets the maximum number of physics frame before render frame
*/
static int GetMaxPhysicsFrame();
/**
* Sets the maximum number of physics frame before render frame
*/
static void SetMaxPhysicsFrame(int frame);
/**
* Gets whether or not to lock animation updates to the animframerate
*/
static bool GetRestrictAnimationFPS();
/**
* Sets whether or not to lock animation updates to the animframerate
*/
static void SetRestrictAnimationFPS(bool bRestrictAnimFPS);
/**
* Gets the framerate for playing animations. (actions and ipos)
*/
static double GetAnimFrameRate();
/**
* Sets the framerate for playing animations. (actions and ipos)
*/
static void SetAnimFrameRate(double framerate);
/**
* Gets the last estimated average framerate
*/
static double GetAverageFrameRate();
/**
* Gets the time scale multiplier
*/
double GetTimeScale() const;
/**
* Sets the time scale multiplier
*/
void SetTimeScale(double scale);
static void SetExitKey(short key);
static short GetExitKey();
/**
* Activate or deactivates the render of the scene after the logic frame
* \param render true (render) or false (do not render)
*/
static void SetRender(bool render);
/**
* Get the current render flag value
*/
static bool GetRender();
/**
* \Sets the display for frame rate on or off.
*/
void SetShowFramerate(bool frameRate);
/**
* \Gets the display for frame rate on or off.
*/
bool GetShowFramerate();
/**
* \Sets the display for individual components on or off.
*/
void SetShowProfile(bool profile);
/**
* \Gets the display for individual components on or off.
*/
bool GetShowProfile();
/**
* \Sets the display of scene object debug properties on or off.
*/
void SetShowProperties(bool properties);
/**
* \Gets the display of scene object debug properties on or off.
*/
bool GetShowProperties();
/**
* \Sets if the auto adding of scene object debug properties on or off.
*/
bool GetAutoAddDebugProperties();
/**
* \Sets the auto adding of scene object debug properties on or off.
*/
void SetAutoAddDebugProperties(bool add);
/**
* Activates or deactivates timing information display.
* \param frameRate Display for frame rate on or off.
* \param profile Display for individual components on or off.
* \param properties Display of scene object debug properties on or off.
*/
void SetTimingDisplay(bool frameRate, bool profile, bool properties);
/**
* Returns status of timing information display.
* \param frameRate Display for frame rate on or off.
* \param profile Display for individual components on or off.
* \param properties Display of scene object debug properties on or off.
*/
void GetTimingDisplay(bool& frameRate, bool& profile, bool& properties) const;
/**
* Sets cursor hiding on every frame.
* \param hideCursor Turns hiding on or off.
*/
void SetHideCursor(bool hideCursor);
/**
* Returns the current setting for cursor hiding.
* \return The current setting for cursor hiding.
*/
bool GetHideCursor(void) const;
/**
* Enables/disables the use of the framing bar color of the Blender file's scenes.
* \param overrideFrameColor The new setting.
*/
void SetUseOverrideFrameColor(bool overrideFrameColor);
/**
* Check if the frame color is being overridden.
*/
bool GetUseOverrideFrameColor(void) const;
/**
* Set the color used for framing bar color instead of the one in the Blender file's scenes.
* \param r Red component of the override color.
* \param g Green component of the override color.
* \param b Blue component of the override color.
*/
void SetOverrideFrameColor(float r, float g, float b, float a);
/**
* Returns the color used for framing bar color instead of the one in the Blender file's scenes.
* \param r Red component of the override color.
* \param g Green component of the override color.
* \param b Blue component of the override color.
*/
void GetOverrideFrameColor(float& r, float& g, float& b, float& a) const;
KX_Scene* CreateScene(const STR_String& scenename);
KX_Scene* CreateScene(Scene *scene, bool libloading=false);
GlobalSettings* GetGlobalSettings(void);
void SetGlobalSettings(GlobalSettings* gs);
/**
* Invalidate all the camera matrices and handle other
* needed changes when resized.
* It's only called from Blenderplayer.
*/
void Resize();
protected:
/**
* Processes all scheduled scene activity.
* At the end, if the scene lists have changed,
* SceneListsChanged(void) is called.
* \see SceneListsChanged(void).
*/
void ProcessScheduledScenes(void);
/**
* This method is invoked when the scene lists have changed.
*/
void RemoveScheduledScenes(void);
void AddScheduledScenes(void);
void ReplaceScheduledScenes(void);
void PostProcessScene(class KX_Scene* scene);
bool BeginFrame();
void ClearFrame();
void EndFrame();
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:KX_KetsjiEngine")
#endif
};
#endif /* __KX_KETSJIENGINE_H__ */
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