/**************************************************************************** Copyright (c) 2010 cocos2d-x.org http://www.cocos2d-x.org Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #include "CCDirector.h" #include "CCScene.h" #include "NSMutableArray.h" #include "CCScheduler.h" #include "ccMacros.h" #include "Cocos2dDefine.h" #include "CCTouchDispatcher.h" #include "support/opengl_support/glu.h" #include "CGPointExtension.h" #include "CCTransition.h" #include "CCTextureCache.h" #include "CCTransition.h" #include "CCSpriteFrameCache.h" #include "NSAutoreleasePool.h" #include "platform/platform.h" #include "CCXApplication.h" #include "CCBitmapFontAtlas.h" #include "actions/CCActionManager.h" #include "CCLabelAtlas.h" #if CC_ENABLE_PROFILERS #include "support/CCProfiling.h" #endif // CC_ENABLE_PROFILERS #include using namespace std; using namespace cocos2d; namespace cocos2d { // singleton stuff static CCDisplayLinkDirector s_sharedDirector; static bool s_bFirstRun = true; #define kDefaultFPS 60 // 60 frames per second extern string cocos2dVersion(void); CCDirector* CCDirector::getSharedDirector(void) { if (s_bFirstRun) { s_sharedDirector.init(); s_bFirstRun = false; } return &s_sharedDirector; } bool CCDirector::setDierectorType(ccDirectorType obDirectorType) { /* switch (obDirectorType) { case CCDirectorTypeNSTimer: CCTimerDirector::getSharedDirector(); break; case CCDirectorTypeMainLoop: CCFastDirector::getSharedDirector(); break; case CCDirectorTypeThreadMainLoop: CCThreadedFastDirector::getSharedDirector(); break; case CCDirectorTypeDiaplayLink: CCDisplayLinkDirector::getSharedDirector(); break; default: assert(false); break; } */ // we only support CCDisplayLinkDirector CCDirector::getSharedDirector(); return true; } CCDirector* CCDirector::init(void) { CCLOG("cocos2d: %s", cocos2dVersion()); CCLOG("cocos2d: Using Director Type: %d", CCDirectorTypeDiaplayLink); // default values m_ePixelFormat = kCCPixelFormatDefault; m_eDepthBufferFormat = kCCDepthBufferNone; // 0 // scenes m_pRunningScene = NULL; m_pNextScene = NULL; m_dOldAnimationInterval = m_dAnimationInterval = 1.0 / kDefaultFPS; m_pobScenesStack = new NSMutableArray(); // landspace m_eDeviceOrientation = CCDeviceOrientationPortrait; // FPS m_bDisplayFPS = false; m_nFrames = 0; // paused ? m_bPaused = false; m_pobOpenGLView = NULL; m_fContentScaleFactor = 1; m_obScreenSize = m_obSurfaceSize = CGSizeZero; m_pLastUpdate = new struct cc_timeval(); // create autorelease pool NSPoolManager::getInstance()->push(); return this; } CCDirector::~CCDirector(void) { CCLOGINFO("cocos2d: deallocing %p", this); #if CC_DIRECTOR_FAST_FPS CCX_SAFE_RELEASE(m_pFPSLabel); #endif CCX_SAFE_RELEASE(m_pRunningScene); CCX_SAFE_RELEASE(m_pobScenesStack); // pop the autorelease pool NSPoolManager::getInstance()->pop(); // delete m_pLastUpdate delete m_pLastUpdate; m_pLastUpdate = NULL; } void CCDirector::setGLDefaultValues(void) { // This method SHOULD be called only after openGLView_ was initialized assert(m_pobOpenGLView); setAlphaBlending(true); setDepthTest(true); setProjection(kCCDirectorProjectionDefault); // set other opengl default values glClearColor(0.0f, 0.0f, 0.0f, 1.0f); #if CC_DIRECTOR_FAST_FPS if (! m_pFPSLabel) { CCTexture2DPixelFormat currentFormat = CCTexture2D::defaultAlphaPixelFormat(); CCTexture2D::setDefaultAlphaPixelFormat(kCCTexture2DPixelFormat_RGBA4444); m_pFPSLabel = CCLabelAtlas::labelAtlasWithString("00.0", "fps_images.png", 16, 24, '.'); m_pFPSLabel->retain(); CCTexture2D::setDefaultAlphaPixelFormat(currentFormat); } #endif } // main loop void CCDirector::mainLoop(void) { // calculate "global" dt calculateDeltaTime(); //tick before glClear: issue #533 if (! m_bPaused) { CCScheduler::getSharedScheduler()->tick(m_fDeltaTime); } glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /* to avoid flickr, nextScene MUST be here: after tick and before draw. XXX: Which bug is this one. It seems that it can't be reproduced with v0.9 */ if (m_pNextScene) { setNextScene(); } glPushMatrix(); applyLandspace(); // By default enable VertexArray, ColorArray, TextureCoordArray and Texture2D CC_ENABLE_DEFAULT_GL_STATES(); // draw the scene if (m_pRunningScene) { m_pRunningScene->visit(); } if (m_bDisplayFPS) { showFPS(); } #if CC_ENABLE_PROFILERS showProfilers(); #endif CC_DISABLE_DEFAULT_GL_STATES(); glPopMatrix(); // swap buffers m_pobOpenGLView->swapBuffers(); } void CCDirector::calculateDeltaTime(void) { struct cc_timeval now; if (CCTime::gettimeofday(&now, NULL) != 0) { CCLOG("error in gettimeofday"); m_fDeltaTime = 0; return; } // new delta time if (m_bNextDeltaTimeZero) { m_fDeltaTime = 0; m_bNextDeltaTimeZero = false; } else { m_fDeltaTime = (now.tv_sec - m_pLastUpdate->tv_sec) + (now.tv_usec - m_pLastUpdate->tv_usec) / 1000000.0f; m_fDeltaTime = MAX(0, m_fDeltaTime); } *m_pLastUpdate = now; } // m_dAnimationInterval void CCDirector::setAnimationInterval(double dValue) { CCLOG("cocos2d: Director#setAnimationInterval. Overrride me"); assert(0); } // m_pobOpenGLView void CCDirector::setOpenGLView(CCXEGLView *pobOpenGLView) { assert(pobOpenGLView); if (m_pobOpenGLView != pobOpenGLView) { // because EAGLView is not kind of NSObject delete m_pobOpenGLView; // [openGLView_ release] m_pobOpenGLView = pobOpenGLView; // set size m_obScreenSize = pobOpenGLView->getSize(); m_obSurfaceSize = CGSizeMake(m_obScreenSize.width * m_fContentScaleFactor, m_obScreenSize.height * m_fContentScaleFactor); CCTouchDispatcher *pTouchDispatcher = CCTouchDispatcher::getSharedDispatcher(); m_pobOpenGLView->setTouchDelegate(pTouchDispatcher); pTouchDispatcher->setDispatchEvents(true); setGLDefaultValues(); } } void CCDirector::setNextDeltaTimeZero(bool bNextDeltaTimeZero) { m_bNextDeltaTimeZero = bNextDeltaTimeZero; } // m_eDeviceOrientation void CCDirector::setDeviceOrientation(ccDeviceOrientation kDeviceOrientation) { if (m_eDeviceOrientation != kDeviceOrientation) { m_eDeviceOrientation = kDeviceOrientation; switch (m_eDeviceOrientation) { case CCDeviceOrientationPortrait: CCXApplication::getSharedApplication()->setDeviceOrientation(CCDeviceOrientationPortrait); break; case CCDeviceOrientationPortraitUpsideDown: CCXApplication::getSharedApplication()->setDeviceOrientation(CCDeviceOrientationPortraitUpsideDown); break; case CCDeviceOrientationLandscapeLeft: CCXApplication::getSharedApplication()->setDeviceOrientation(CCDeviceOrientationLandscapeLeft); break; case CCDeviceOrientationLandscapeRight: CCXApplication::getSharedApplication()->setDeviceOrientation(CCDeviceOrientationLandscapeRight); break; default: CCLOG("Director: Unknown device orientation"); break; } } } void CCDirector::setProjection(ccDirectorProjection kProjection) { CGSize size = m_obSurfaceSize; switch (kProjection) { case kCCDirectorProjection2D: glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrthof(0, size.width, 0, size.height, -1000, 1000); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); break; case kCCDirectorProjection3D: glViewport(0, 0, (GLsizei)size.width, (GLsizei)size.height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(60, (GLfloat)size.width/size.height, 0.5f, 1500.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt( size.width/2, size.height/2, getZEye(), size.width/2, size.height/2, 0, 0.0f, 1.0f, 0.0f); break; case kCCDirectorProjectionCustom: // if custom, ignore it. The user is resposible for setting the correct projection break; default: CCLOG("cocos2d: Director: unrecognized projecgtion"); break; } m_eProjection = kProjection; } void CCDirector::purgeCachedData(void) { CCBitmapFontAtlas::purgeCachedData(); CCSpriteFrameCache::purgeSharedSpriteFrameCache(); CCTextureCache::purgeSharedTextureCache(); } float CCDirector::getZEye(void) { return (m_obSurfaceSize.height / 1.1566f); } void CCDirector::setAlphaBlending(bool bOn) { if (bOn) { glEnable(GL_BLEND); glBlendFunc(CC_BLEND_SRC, CC_BLEND_DST); } else { glDisable(GL_BLEND); } } void CCDirector::setDepthTest(bool bOn) { if (bOn) { glClearDepthf(1.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); } else { glDisable(GL_DEPTH_TEST); } } // is the view currently attached bool CCDirector::isOpenGLAttached(void) { return m_pobOpenGLView->isOpenGLReady(); } // detach or attach to a view or a window bool CCDirector::detach(void) { assert(isOpenGLAttached()); CCX_SAFE_DELETE(m_pobOpenGLView); return true; } CGPoint CCDirector::convertToGL(CGPoint obPoint) { CGSize s = m_obScreenSize; float newY = s.height - obPoint.y; float newX = s.width - obPoint.x; CGPoint ret; switch (m_eDeviceOrientation) { case CCDeviceOrientationPortrait: ret = ccp(obPoint.x, newY); break; case CCDeviceOrientationPortraitUpsideDown: ret = ccp(newX, obPoint.y); break; case CCDeviceOrientationLandscapeLeft: ret.x = obPoint.y; ret.y = obPoint.x; break; case CCDeviceOrientationLandscapeRight: ret.x = newY; ret.y = newX; break; } ret = ccpMult(ret, m_fContentScaleFactor); return ret; } CGPoint CCDirector::convertToUI(CGPoint obPoint) { CGSize winSize = m_obSurfaceSize; float oppositeX = winSize.width - obPoint.x; float oppositeY = winSize.height - obPoint.y; CGPoint uiPoint; switch (m_eDeviceOrientation) { case CCDeviceOrientationPortrait: uiPoint = ccp(obPoint.x, obPoint.y); break; case CCDeviceOrientationPortraitUpsideDown: uiPoint = ccp(oppositeX, oppositeY); break; case CCDeviceOrientationLandscapeLeft: uiPoint = ccp(obPoint.y, oppositeX); break; case CCDeviceOrientationLandscapeRight: uiPoint = ccp(oppositeY, obPoint.x); break; } uiPoint = ccpMult(uiPoint, 1/m_fContentScaleFactor); return uiPoint; } CGSize CCDirector::getWinSize(void) { CGSize s = m_obSurfaceSize; if (m_eDeviceOrientation == CCDeviceOrientationLandscapeLeft || m_eDeviceOrientation == CCDeviceOrientationLandscapeRight) { // swap x,y in landspace mode CGSize tmp = s; s.width = tmp.height; s.height = tmp.width; } return s; } // return the current frame size CGSize CCDirector::getDisplaySize(void) { return m_obSurfaceSize; } void CCDirector::applyLandspace(void) { CGSize s = m_obSurfaceSize; float w = s.width / 2; float h = s.height / 2; // XXX it's using hardcoded values. // What if the the screen size changes in the future? switch (m_eDeviceOrientation) { case CCDeviceOrientationPortrait: // nothing break; case CCDeviceOrientationPortraitUpsideDown: // upside down glTranslatef(w,h,0); glRotatef(180,0,0,1); glTranslatef(-w,-h,0); break; case CCDeviceOrientationLandscapeRight: glTranslatef(w,h,0); glRotatef(90,0,0,1); glTranslatef(-h,-w,0); break; case CCDeviceOrientationLandscapeLeft: glTranslatef(w,h,0); glRotatef(-90,0,0,1); glTranslatef(-h,-w,0); break; } } // scene management void CCDirector::runWithScene(CCScene *pScene) { assert(pScene != NULL); assert(m_pRunningScene == NULL); pushScene(pScene); startAnimation(); // render the 1st frame to avoid flicker (issue #350) //mainLoop(); } void CCDirector::replaceScene(CCScene *pScene) { assert(pScene != NULL); unsigned int index = m_pobScenesStack->count(); m_bSendCleanupToScene = true; m_pobScenesStack->replaceObjectAtIndex(index - 1, pScene); m_pNextScene = pScene; } void CCDirector::pushScene(CCScene *pScene) { assert(pScene); m_bSendCleanupToScene = false; m_pobScenesStack->addObject(pScene); m_pNextScene = pScene; } void CCDirector::popScene(void) { assert(m_pRunningScene != NULL); m_pobScenesStack->removeLastObject(); unsigned int c = m_pobScenesStack->count(); if (c == 0) { end(); } else { m_pNextScene = m_pobScenesStack->getObjectAtIndex(c - 1); } } void CCDirector::end(void) { m_pRunningScene->onExit(); m_pRunningScene->cleanup(); m_pRunningScene->release(); m_pRunningScene = NULL; m_pNextScene = NULL; // remove all objects, but don't release it. // runWithScene might be executed after 'end'. m_pobScenesStack->removeAllObjects(); // don't release the event handlers // They are needed in case the director is run again CCTouchDispatcher::getSharedDispatcher()->removeAllDelegates(); stopAnimation(); #if CC_DIRECTOR_FAST_FPS CCX_SAFE_RELEASE(m_pFPSLabel); #endif // purge bitmap cache CCBitmapFontAtlas::purgeCachedData(); // purge all managers CCSpriteFrameCache::purgeSharedSpriteFrameCache(); CCActionManager::getSharedManager()->purgeSharedManager(); CCScheduler::purgeSharedScheduler(); CCTextureCache::purgeSharedTextureCache(); // OpenGL view m_pobOpenGLView->release(); m_pobOpenGLView = NULL; } void CCDirector::setNextScene(void) { bool runningIsTransition = dynamic_cast(m_pRunningScene) != NULL; bool newIsTransition = dynamic_cast(m_pNextScene) != NULL; // If it is not a transition, call onExit/cleanup if (! newIsTransition) { if (m_pRunningScene) { m_pRunningScene->onExit(); } // issue #709. the root node (scene) should receive the cleanup message too // otherwise it might be leaked. if (m_bSendCleanupToScene && m_pRunningScene) { m_pRunningScene->cleanup(); } } if (m_pRunningScene) { m_pRunningScene->release(); } m_pRunningScene = m_pNextScene; m_pNextScene->retain(); m_pNextScene = NULL; if (! runningIsTransition && m_pRunningScene) { m_pRunningScene->onEnter(); m_pRunningScene->onEnterTransitionDidFinish(); } } void CCDirector::pause(void) { if (m_bPaused) { return; } m_dOldAnimationInterval = m_dAnimationInterval; // when paused, don't consume CPU setAnimationInterval(1 / 4.0); m_bPaused = true; } void CCDirector::resume(void) { if (! m_bPaused) { return; } setAnimationInterval(m_dOldAnimationInterval); if (CCTime::gettimeofday(m_pLastUpdate, NULL) != 0) { CCLOG("cocos2d: Director: Error in gettimeofday"); } m_bPaused = false; m_fDeltaTime = 0; } void CCDirector::startAnimation(void) { CCLOG("cocos2d: Director#startAnimation. Overrride me"); assert(0); } void CCDirector::stopAnimation(void) { CCLOG("cocos2d: Director#stopAnimation. Overrride me"); assert(0); } void CCDirector::preMainLoop(void) { CCLOG("cocos2d: Director#preMainLoop. Overrride me"); assert(0); } #if CC_DIRECTOR_FAST_FPS // display the FPS using a LabelAtlas // updates the FPS every frame void CCDirector::showFPS(void) { ++m_nFrames; m_fAccumDt += m_fDeltaTime; if (m_fAccumDt > CC_DIRECTOR_FPS_INTERVAL) { m_fFrameRate = m_nFrames / m_fAccumDt; m_nFrames = 0; m_fAccumDt = 0; char *str = new char[10]; sprintf(str, "%.1f", m_fFrameRate); m_pFPSLabel->setString(str); delete [] str; } } #endif // CC_DIRECTOR_FAST_FPS #if CC_ENABLE_PROFILERS void CCDirector::showProfilers() { m_fAccumDtForProfiler += m_fDeltaTime; if (m_fAccumDtForProfiler > 1.0f) { m_fAccumDtForProfiler = 0; CCProfiler::getSharedProfiler()->displayTimers(); } } #endif // should we afford 4 types of director ?? // I think DisplayLinkDirector is enough // so we now only support DisplayLinkDirector // implementation of DisplayLinkDirector void CCDisplayLinkDirector::startAnimation(void) { if (CCTime::gettimeofday(m_pLastUpdate, NULL) != 0) { CCLOG("cocos2d: DisplayLinkDirector: Error on gettimeofday"); } m_bInvalid = false; // approximate frame rate // assumes device refreshes at 60 fps //int frameInterval = (int) floor(animationInterval * 60.0f); //CCLOG(@"cocos2d: Frame interval: %d", frameInterval); //displayLink = [NSClassFromString(@"CADisplayLink") displayLinkWithTarget:self selector:@selector(preMainLoop:)]; //[displayLink setFrameInterval:frameInterval]; //[displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode]; } void CCDisplayLinkDirector::preMainLoop(void) { if (! m_bInvalid) { mainLoop(); } } void CCDisplayLinkDirector::stopAnimation(void) { m_bInvalid = true; } void CCDisplayLinkDirector::setAnimationInterval(double dValue) { m_dAnimationInterval = dValue; if (! m_bInvalid) { stopAnimation(); startAnimation(); } } }//namespace cocos2d