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// This file may be redistributed and modified only under the terms of
// the GNU General Public License (See COPYING for details).
// Copyright (C) 2001 - 2004 Simon Goodall, University of Southampton
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <SDL/SDL.h>
#include "RenderSystem.h"
#include "TextureManager.h"
#include "StateManager.h"
#include "src/Render.h"
#include "renderers/GL.h"
#ifdef USE_MMGR
#include "common/mmgr.h"
#endif
#ifdef DEBUG
static const bool debug = true;
#else
static const bool debug = false;
#endif
namespace Sear {
RenderSystem RenderSystem::m_instance;
void RenderSystem::init() {
assert (m_initialised == false);
if (m_initialised) shutdown();
if (debug) std::cout << "RenderSystem: Initialise" << std::endl;
m_renderer = new GL();
m_renderer->init();
m_stateManager = new StateManager();
m_stateManager->init();
m_textureManager = new TextureManager();
m_textureManager->init();
m_initialised = true;
}
void RenderSystem::registerCommands(Console *console) {
assert (m_initialised);
dynamic_cast<GL*>(m_renderer)->registerCommands(console);
m_textureManager->registerCommands(console);
m_stateManager->registerCommands(console);
}
void RenderSystem::initContext() {
assert (m_initialised);
m_textureManager->initGL();
}
void RenderSystem::shutdown() {
assert (m_initialised);
if (!m_initialised) return;
if (debug) std::cout << "RenderSystem: Shutdown" << std::endl;
m_textureManager->shutdown();
delete m_textureManager;
m_textureManager = NULL;
m_stateManager->shutdown();
delete m_stateManager;
m_stateManager = NULL;
m_renderer->shutdown();
delete m_renderer;
m_renderer = NULL;
m_initialised = false;
}
TextureID RenderSystem::requestTexture(const std::string &textureName, bool mask) {
assert (m_initialised);
return m_textureManager->requestTextureID(textureName, mask);
}
void RenderSystem::switchTexture(TextureID to) {
assert (m_initialised);
m_textureManager->switchTexture(to);
}
void RenderSystem::switchTexture(unsigned int texUnit, TextureID to) {
assert (m_initialised);
m_textureManager->switchTexture(texUnit, to);
}
StateID RenderSystem::requestState(const std::string &state) {
assert (m_initialised);
return m_stateManager->getState(state);
}
void RenderSystem::switchState(StateID state) {
assert (m_initialised);
m_stateManager->stateChange(state);
}
void RenderSystem::invalidate() {
assert (m_initialised);
m_textureManager->invalidate();
m_stateManager->invalidate();
dynamic_cast<GL*>(m_renderer)->invalidate();
}
StateID RenderSystem::getCurrentState() {
assert (m_initialised);
return m_stateManager->getCurrentState();
}
bool RenderSystem::createWindow(unsigned int width, unsigned int height, bool fullscreen) {
assert (m_initialised);
return dynamic_cast<GL*>(m_renderer)->createWindow(width, height, fullscreen);
}
void RenderSystem::destroyWindow() {
assert (m_initialised);
dynamic_cast<GL*>(m_renderer)->destroyWindow();
}
void RenderSystem::toggleFullscreen() {
assert (m_initialised);
dynamic_cast<GL*>(m_renderer)->toggleFullscreen();
}
void RenderSystem::readConfig() {
assert (m_initialised);
m_renderer->readConfig();
// m_textureManager->readConfig();
// m_stateManager->readConfig();
}
void RenderSystem::writeConfig() {
assert (m_initialised);
m_renderer->writeConfig();
// m_textureManager->writeConfig();
// m_stateManager->writeConfig();
}
void RenderSystem::resize(int width, int height) {
assert(m_initialised);
dynamic_cast<GL*>(m_renderer)->resize(width, height);
}
} // namespace Sear
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