merged gl-reinit, try to fix crash on reiniting

This commit is contained in:
Emil Kabirov 2018-11-29 08:37:06 +05:00
commit 3248d72416
13 changed files with 224 additions and 325 deletions

1
.gitignore vendored
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@ -7,6 +7,7 @@
## Build generated ## Build generated
build/ build/
DerivedData/ DerivedData/
.idea/
## Various settings ## Various settings
*.pbxuser *.pbxuser

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@ -1,217 +0,0 @@
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@ -1,7 +1,7 @@
precision mediump float; precision mediump float;
in vec2 texCoord; varying vec2 texCoord;
flat in vec4 color; varying vec4 color;
uniform sampler2D Texture; uniform sampler2D Texture;

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@ -2,8 +2,8 @@ attribute vec3 vPosition;
attribute vec2 vTexCoord; attribute vec2 vTexCoord;
attribute vec4 vColor; attribute vec4 vColor;
out vec2 texCoord; varying vec2 texCoord;
flat out vec4 color; varying vec4 color;
uniform mat4 ProjectionMatrix; uniform mat4 ProjectionMatrix;

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@ -16,7 +16,7 @@ JNIEXPORT void JNICALL Java_fishrungames_doublehitballs_JniWrapper_Init(JNIEnv *
std::stringstream LoadFileFromAndroid(const std::string& fileName) std::stringstream LoadFileFromAndroid(const std::string& fileName)
{ {
*Console << "LoadFileFromAndroid called \n"; GetConsole() << "LoadFileFromAndroid called \n";
JNIEnv* jEnv; JNIEnv* jEnv;
localJavaVirtualMachine->GetEnv((void**)&jEnv, JNI_VERSION_1_4); localJavaVirtualMachine->GetEnv((void**)&jEnv, JNI_VERSION_1_4);
@ -33,14 +33,14 @@ std::stringstream LoadFileFromAndroid(const std::string& fileName)
std::stringstream ss; std::stringstream ss;
ss << jEnv->GetStringUTFChars(jFileContent, &jCopy); ss << jEnv->GetStringUTFChars(jFileContent, &jCopy);
*Console << ss.str(); GetConsole() << ss.str();
return ss; return ss;
} }
void SaveFileToAndroid(const std::string& fileName, const std::string& fileContent) void SaveFileToAndroid(const std::string& fileName, const std::string& fileContent)
{ {
*Console << "SaveFileToAndroid called \n"; GetConsole() << "SaveFileToAndroid called \n";
JNIEnv* jEnv; JNIEnv* jEnv;
localJavaVirtualMachine->GetEnv((void**)&jEnv, JNI_VERSION_1_4); localJavaVirtualMachine->GetEnv((void**)&jEnv, JNI_VERSION_1_4);

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@ -259,7 +259,8 @@ void GalaxyMenu::InteractWithGalaxy(size_t dt) {
if (timer_active) { if (timer_active) {
// ::::::::::::: timer active :::::::::::::: // ::::::::::::: timer active ::::::::::::::
if (menuState == 0) { // main view //if (menuState == 0)
{ // main view
//if (currentTapShift(0) == 0.f && currentTapShift(1) == 0.f) { //if (currentTapShift(0) == 0.f && currentTapShift(1) == 0.f) {
if (currentTapShift(0) == totalTapShift(0) && currentTapShift(1) == totalTapShift(1)) { if (currentTapShift(0) == totalTapShift(0) && currentTapShift(1) == totalTapShift(1)) {
// OnTapDown-> // OnTapDown->
@ -312,7 +313,8 @@ void GalaxyMenu::InteractWithGalaxy(size_t dt) {
else { else {
// ::::::::::::: timer inactive :::::::::::::: // ::::::::::::: timer inactive ::::::::::::::
if (lastTapPos != Eigen::Vector2f(-9999.9f, -9999.9f)) { if (lastTapPos != Eigen::Vector2f(-9999.9f, -9999.9f)) {
if (menuState == 0) {// main view //if (menuState == 0)
{// main view
// OnTapDown->OnTapUp // OnTapDown->OnTapUp
@ -325,8 +327,6 @@ void GalaxyMenu::InteractWithGalaxy(size_t dt) {
Application->SetupGalaxyUi(starIndex); Application->SetupGalaxyUi(starIndex);
} }
timer_active = false;
}/* }/*
@ -384,6 +384,7 @@ void GalaxyMenu::InteractWithGalaxy(size_t dt) {
lastTapPos = Eigen::Vector2f(-9999.9f, -9999.9f); // reset lastTapPos = Eigen::Vector2f(-9999.9f, -9999.9f); // reset
} }
} }
void GalaxyMenu::tapDown(Eigen::Vector2f pos) { void GalaxyMenu::tapDown(Eigen::Vector2f pos) {

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@ -872,6 +872,8 @@ void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, i
Renderer->PushMatrix(); Renderer->PushMatrix();
Renderer->LoadIdentity(); Renderer->LoadIdentity();
CheckGlError();
if (LevelState == CONST_LEVELSTATE_LOADING) if (LevelState == CONST_LEVELSTATE_LOADING)
{ {
@ -958,11 +960,16 @@ void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, i
} }
// ::::::::::: // :::::::::::
// *SE::Console << BkgTexture;
// *SE::Console << std::to_string(ResourceManager->TexList[BkgTexture]);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[BkgTexture]); glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[BkgTexture]);
//Renderer->DrawRect(Vector2f(xlOffset, ylOffset), Vector2f(xlOffset+tSW, ylOffset+tSH),Vector2f(0.f, 0.f), Vector2f(1.f, 1.f)); //Renderer->DrawRect(Vector2f(xlOffset, ylOffset), Vector2f(xlOffset+tSW, ylOffset+tSH),Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
Renderer->DrawRect(Vector2f(bkgSWO, bkgSHO), Vector2f(bkgSWO + bkgSW, bkgSHO + bkgSH), Vector2f(0.f, 0.f), Vector2f(1.f, 1.f)); Renderer->DrawRect(Vector2f(bkgSWO, bkgSHO), Vector2f(bkgSWO + bkgSW, bkgSHO + bkgSH), Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
//Renderer->DrawRect(Vector2f(0,0), Vector2f(100,100), Vector2f(0.f, 0.f), Vector2f(1.f, 1.f)); //Renderer->DrawRect(Vector2f(0,0), Vector2f(100,100), Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
CheckGlError();
std::list<TBall>::iterator iBall; std::list<TBall>::iterator iBall;
@ -987,17 +994,25 @@ void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, i
Renderer->PushShader("BrickShader"); Renderer->PushShader("BrickShader");
GetConsole() << "PUSHED BRICK SHADER";
CheckGlError();
for (int i = 0; i < CONST_BRICKMATRIX_WIDTH; i++) for (int i = 0; i < CONST_BRICKMATRIX_WIDTH; i++)
{ {
for (int j = 0; j < CONST_BRICKMATRIX_HEIGHT; j++) for (int j = 0; j < CONST_BRICKMATRIX_HEIGHT; j++)
{ {
BlockMatrix[i][j].TryDrawAppear(i, j, screenWidth); //Draws only appearing/disappearing blocks BlockMatrix[i][j].TryDrawAppear(i, j, screenWidth); //Draws only appearing/disappearing blocks
CheckGlError();
} }
} }
RenderUniform1f("Transparency", 1.f); RenderUniform1f("Transparency", 1.f);
CheckGlError();
//Vector2f outlineShift = Vector2f(((screenWidth - Application->GetGameLevelScreenWidth())*0.5f), 0.f); //Vector2f outlineShift = Vector2f(((screenWidth - Application->GetGameLevelScreenWidth())*0.5f), 0.f);
Renderer->PushMatrix(); Renderer->PushMatrix();
Renderer->TranslateMatrix(Vector3f(offset[0], offset[1], 0)); Renderer->TranslateMatrix(Vector3f(offset[0], offset[1], 0));
@ -1016,13 +1031,22 @@ void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, i
color(2) = c; color(2) = c;
} }
RenderUniform4fv("BrickColor", color.data()); RenderUniform4fv("BrickColor", color.data());
CheckGlError();
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[colorBlockIterator->first.second]); glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[colorBlockIterator->first.second]);
CheckGlError();
Renderer->DrawTriangleList(colorBlockIterator->second); Renderer->DrawTriangleList(colorBlockIterator->second);
CheckGlError();
} }
DrawBallInstancingList(blackAndWhite); DrawBallInstancingList(blackAndWhite);
CheckGlError();
Renderer->PopMatrix(); Renderer->PopMatrix();
@ -1031,10 +1055,14 @@ void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, i
for (iBonus = BonusFallingList.begin(); iBonus != BonusFallingList.end(); ++iBonus) for (iBonus = BonusFallingList.begin(); iBonus != BonusFallingList.end(); ++iBonus)
{ {
iBonus->Draw(); iBonus->Draw();
CheckGlError();
} }
Application->EffectsDraw(); Application->EffectsDraw();
CheckGlError();
Renderer->PopShader(); Renderer->PopShader();
//float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth(); //float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth();
@ -1047,21 +1075,29 @@ void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, i
Renderer->DrawRect(Vector2f(-xRW * 0.5f, -yRH * 0.5f) + matrixSize + offset, Renderer->DrawRect(Vector2f(-xRW * 0.5f, -yRH * 0.5f) + matrixSize + offset,
Vector2f(xRW*0.5f, yRH*0.5f) + matrixSize + offset, Vector2f(0.f, 0.f), Vector2f(1.f, 1.f)); Vector2f(xRW*0.5f, yRH*0.5f) + matrixSize + offset, Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
CheckGlError();
const Vector2f wallUpPos1(xlOffset, tSH-ylOffset-uWTW); const Vector2f wallUpPos1(xlOffset, tSH-ylOffset-uWTW);
const Vector2f wallUpPos2(tSW + xlOffset, tSH-ylOffset); const Vector2f wallUpPos2(tSW + xlOffset, tSH-ylOffset);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_UP_TEXTURE]); glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_UP_TEXTURE]);
Renderer->DrawRect(wallUpPos1, wallUpPos2, Vector2f(0.f, 0.f), Vector2f(1.f, 1.f)); Renderer->DrawRect(wallUpPos1, wallUpPos2, Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
CheckGlError();
const Vector2f wallLeftPos1(xlOffset, lrFBO+ylOffset); const Vector2f wallLeftPos1(xlOffset, lrFBO+ylOffset);
const Vector2f wallLeftPos2(lWTW + xlOffset, tSH-ylOffset-(uWTW*0.68f)); const Vector2f wallLeftPos2(lWTW + xlOffset, tSH-ylOffset-(uWTW*0.68f));
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_LEFT_TEXTURE]); glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_LEFT_TEXTURE]);
Renderer->DrawRect(wallLeftPos1, wallLeftPos2, Vector2f(0.f, 0.f), Vector2f(1.f, 1.f)); Renderer->DrawRect(wallLeftPos1, wallLeftPos2, Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
CheckGlError();
const Vector2f wallRightPos1(tSW+xlOffset-rWTW, lrFBO+ylOffset); const Vector2f wallRightPos1(tSW+xlOffset-rWTW, lrFBO+ylOffset);
const Vector2f wallRightPos2(tSW + xlOffset, tSH-ylOffset-(uWTW*0.68f)); const Vector2f wallRightPos2(tSW + xlOffset, tSH-ylOffset-(uWTW*0.68f));
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_RIGHT_TEXTURE]); glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_RIGHT_TEXTURE]);
Renderer->DrawRect(wallRightPos1, wallRightPos2, Vector2f(0.f, 0.f), Vector2f(1.f, 1.f)); Renderer->DrawRect(wallRightPos1, wallRightPos2, Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
CheckGlError();
if (BonusFloorTimer>0.f) if (BonusFloorTimer>0.f)
{ {
@ -1075,6 +1111,8 @@ void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, i
Renderer->DrawRect(wallBonusPos1, wallBonusPos2, Vector2f(0.f, 0.f), Vector2f(1.f, 1.f)); Renderer->DrawRect(wallBonusPos1, wallBonusPos2, Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
} }
CheckGlError();
if (!pause && LevelState != CONST_LEVELSTATE_SNAPSHOTTING) if (!pause && LevelState != CONST_LEVELSTATE_SNAPSHOTTING)
@ -1089,6 +1127,8 @@ void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, i
drawOutline(screenWidth, screenHeight); drawOutline(screenWidth, screenHeight);
CheckGlError();
if (pause && !renderBufferReady) if (pause && !renderBufferReady)
{ {

View File

@ -164,7 +164,7 @@ void TMyApplication::InnerInit()
#ifdef TARGET_WIN32 #ifdef TARGET_WIN32
#ifdef NDEBUG #ifdef NDEBUG
ST::PathToResources = "resources/"; //ST::PathToResources = "resources/";
ST::PathToResources = "../../../assets/"; ST::PathToResources = "../../../assets/";
#else #else
ST::PathToResources = "../../../assets/"; ST::PathToResources = "../../../assets/";
@ -179,71 +179,68 @@ void TMyApplication::InnerInit()
ST::PathToResources = ""; ST::PathToResources = "";
#endif #endif
LoadUserProgress();
GetConsole() <<"APP INIT\n"; GetConsole() <<"APP INIT\n";
srand (static_cast<size_t>(time(NULL))); srand (static_cast<size_t>(time(NULL)));
GameState = CONST_GAMESTATE_PRELOADING; GameState = CONST_GAMESTATE_PRELOADING;
StateTimer = 0.f; StateTimer = 0.f;
/*
ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex", "shader1fragment.txt");
ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_fragment.txt");
ResourceManager->ShaderManager.AddShader("BrickShader", "brickshader_vertex.txt", "brickshader_fragment.txt");
Renderer->PushShader("DefaultShader");
*/
//ResourceManager->ShaderManager.AddShader("DefaultShader", "shaders/texture-shader.vertex", "shaders/texture-shader.fragment");
ResourceManager->ShaderManager.AddShader("DefaultShader", "shaders/gui_transparent.vertex", "shaders/gui_transparent.fragment"); ResourceManager->ShaderManager.AddShader("DefaultShader", "shaders/gui_transparent.vertex", "shaders/gui_transparent.fragment");
ResourceManager->ShaderManager.AddShader("HoverableButtonShader", "shaders/gui_transparent.vertex", "shaders/hoverable-button.fragment");
ResourceManager->ShaderManager.AddShader("BlackAndWhiteShader", "shaders/gui_transparent_blackandwhite.vertex", "shaders/gui_transparent_blackandwhite.fragment");
ResourceManager->ShaderManager.AddShader("ColorShader", "shaders/color-shader.vertex", "shaders/color-shader.fragment");
ResourceManager->ShaderManager.AddShader("FrameShader", "shaders/frameshader_vertex.txt", "shaders/frameshader_fragment.txt");
ResourceManager->ShaderManager.AddShader("BrickShader", "shaders/brickshader_vertex.txt", "shaders/brickshader_fragment.txt");
ResourceManager->ShaderManager.AddShader(ParticleEffect::PARTICLE_SHADER, "shaders/particle-shader.vertex", "shaders/particle-shader.fragment");
Renderer->PushShader("DefaultShader"); Renderer->PushShader("DefaultShader");
//ResourceManager->TexList.AddTexture(CONST_LOADING_BACKGROUND_BLACK + ".png", CONST_LOADING_BACKGROUND_BLACK);
//ResourceManager->TexList.AddTexture(CONST_LOADING_TEXTURE + ".png", CONST_LOADING_TEXTURE);
//ResourceManager->TexList.AddTexture(CONST_LOGO_SMALL_TEXTURE + ".png", CONST_LOGO_SMALL_TEXTURE);
ResourceManager->TexList.AddTexture("console_bkg.bmp"); ResourceManager->TexList.AddTexture("console_bkg.bmp");
ResourceManager->TexList.AddTexture("white.bmp"); ResourceManager->TexList.AddTexture("white.bmp");
ResourceManager->FontManager.AddFont("arial32", "arial32.png", "arial32.txt");
ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 256, 256); ResourceManager->FontManager.AddFont("lucon12", "lucon12.png", "lucon12.txt");
ResourceManager->FontManager.PushFont("lucon12");
//OnDrawSignal.connect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
Inited = true;
Renderer->SetOrthoProjection(); Renderer->SetOrthoProjection();
Renderer->SetFullScreenViewport(); Renderer->SetFullScreenViewport();
Application->SetGameLevelScreenScale();
//GameLevel.SetLevelScale();
EffectsInit();
// ------- UI -------
boost::property_tree::json_parser::read_json(ST::PathToResources + "gui_game_pause_menu.json", gamePauseMenuUi);
boost::property_tree::json_parser::read_json(ST::PathToResources + "gui_main_menu.json", galaxyMenuUi);
ResourceManager->FontManager.AddFont("arial32", "arial32.png", "arial32.txt");
ResourceManager->FontManager.AddFont("lucon12", "lucon12.png", "lucon12.txt");
ResourceManager->FontManager.PushFont("lucon12");
//ResourceManager->newGuiManager.LoadFromConfig("gui_main_menu.json");
ResourceManager->newGuiManager.LoadFromConfig("gui_loading.json"); ResourceManager->newGuiManager.LoadFromConfig("gui_loading.json");
// ------- UI ------- skipUpdateToUpdateScreen = true;
StateTimer = 0.f;
}
// TESTS of menu void TMyApplication::InnerReinitGLResources()
if (Menu.GalaxMenu.InitGalaxyMenu("levels/galaxy_ptree.json")) { {
std::cout << "ok" << std::endl; RenderLevelSnapshots();
lsparkler.reinitGlResources();
rsparkler.reinitGlResources();
tsparkler.reinitGlResources();
bsparkler.reinitGlResources();
lvlFirework.reinitGlResources();
}
void TMyApplication::RenderLevelSnapshots()
{
Renderer->SwitchToFrameBuffer("LevelBuffer");
Renderer->SetProjectionMatrix(768, 480);
Renderer->LoadIdentity();
for (auto &star : Menu.GalaxMenu.galaxies[0].Stars)
{
for (auto level : star.selectionMenu.gameLevels)
{
level->DrawSnapshot("LevelBuffer", false);
Renderer->PushShader("BlackAndWhiteShader");
level->DrawSnapshot("LevelBuffer", true);
Renderer->PopShader();
} }
else {
std::cout << "menu error" << std::endl;
} }
Renderer->SwitchToScreen();
Renderer->SetOrthoProjection();
} }
void TMyApplication::InnerDeinit() void TMyApplication::InnerDeinit()
@ -472,7 +469,7 @@ void TMyApplication::LoadResources()
ResourceManager->FontManager.AddFont("droid_sans14", "droid_sans14_font_bitmap.png", "droid_sans14_font_charmap.txt"); ResourceManager->FontManager.AddFont("droid_sans14", "droid_sans14_font_bitmap.png", "droid_sans14_font_charmap.txt");
ResourceManager->FontManager.PushFont("droid_sans14"); ResourceManager->FontManager.PushFont("droid_sans14");
TryLoadSavedGame(); GetConsole() << "LOAD GAME";
} }
@ -534,10 +531,67 @@ void TMyApplication::InnerUpdate(size_t dt)
StateTimer += dt/1000.f; StateTimer += dt/1000.f;
if (StateTimer >= 1.f) if (StateTimer >= 1.f)
{ {
StateTimer -= 1.f;
skipUpdateToUpdateScreen = false;
}
if (skipUpdateToUpdateScreen)
{
return;
}
GetConsole() << "INNER UPDATE";
LoadUserProgress();
GetConsole() << "LOAD SHADERS";
ResourceManager->ShaderManager.AddShader("HoverableButtonShader", "shaders/gui_transparent.vertex", "shaders/hoverable-button.fragment");
ResourceManager->ShaderManager.AddShader("BlackAndWhiteShader", "shaders/gui_transparent_blackandwhite.vertex", "shaders/gui_transparent_blackandwhite.fragment");
ResourceManager->ShaderManager.AddShader("ColorShader", "shaders/color-shader.vertex", "shaders/color-shader.fragment");
ResourceManager->ShaderManager.AddShader("FrameShader", "shaders/frameshader_vertex.txt", "shaders/frameshader_fragment.txt");
ResourceManager->ShaderManager.AddShader("BrickShader", "shaders/brickshader_vertex.txt", "shaders/brickshader_fragment.txt");
ResourceManager->ShaderManager.AddShader(ParticleEffect::PARTICLE_SHADER, "shaders/particle-shader.vertex", "shaders/particle-shader.fragment");
GetConsole() << "ADD FRAMEBUFFER";
ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 256, 256);
//OnDrawSignal.connect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
Inited = true;
Application->SetGameLevelScreenScale();
//GameLevel.SetLevelScale();
GetConsole() << "INIT EFFECTS";
EffectsInit();
// ------- UI -------
GetConsole() << "LOAD JSON UI";
gamePauseMenuUi = SE::ReadJsonFile(ST::PathToResources + "gui_game_pause_menu.json");
galaxyMenuUi = SE::ReadJsonFile(ST::PathToResources + "gui_main_menu.json");
GetConsole() << "INIT MENU";
// TESTS of menu
if (Menu.GalaxMenu.InitGalaxyMenu("levels/galaxy_ptree.json")) {
std::cout << "ok" << std::endl;
}
else {
std::cout << "menu error" << std::endl;
}
GetConsole() << "RENDER SNAPSHOTS";
RenderLevelSnapshots();
GetConsole() << "LOAD RESOURCES";
LoadResources(); LoadResources();
GameState = CONST_GAMESTATE_LOADING; GameState = CONST_GAMESTATE_LOADING;
StateTimer = 0.f;
} GetConsole() << "PRELOADING END";
} }
else if (GameState == CONST_GAMESTATE_LOADING) else if (GameState == CONST_GAMESTATE_LOADING)
{ {
@ -547,6 +601,8 @@ void TMyApplication::InnerUpdate(size_t dt)
StateTimer -= 1.f; StateTimer -= 1.f;
} }
GetConsole() << "BEFORE LOADING TEXTURES";
if (TextureNamesToLoad.size() != 0) if (TextureNamesToLoad.size() != 0)
{ {
ResourceManager->TexList.AddTexture(TextureNamesToLoad.begin()->first, TextureNamesToLoad.begin()->second); ResourceManager->TexList.AddTexture(TextureNamesToLoad.begin()->first, TextureNamesToLoad.begin()->second);
@ -557,27 +613,27 @@ void TMyApplication::InnerUpdate(size_t dt)
else else
{ {
Renderer->SwitchToFrameBuffer("LevelBuffer"); // Renderer->SwitchToFrameBuffer("LevelBuffer");
//
Renderer->LoadIdentity(); // Renderer->LoadIdentity();
//
for (auto &star : Menu.GalaxMenu.galaxies[0].Stars) // for (auto &star : Menu.GalaxMenu.galaxies[0].Stars)
{ // {
for (auto level : star.selectionMenu.gameLevels) // for (auto level : star.selectionMenu.gameLevels)
{ // {
level->DrawSnapshot("LevelBuffer", false); // level->DrawSnapshot("LevelBuffer", false);
//
Renderer->PushShader("BlackAndWhiteShader"); // Renderer->PushShader("BlackAndWhiteShader");
//
level->DrawSnapshot("LevelBuffer", true); // level->DrawSnapshot("LevelBuffer", true);
//
Renderer->PopShader(); // Renderer->PopShader();
} // }
} // }
//
Renderer->SwitchToScreen(); // Renderer->SwitchToScreen();
//
Renderer->SetOrthoProjection(); // Renderer->SetOrthoProjection();
GameState = CONST_GAMESTATE_MENU; GameState = CONST_GAMESTATE_MENU;
ApplySignalsToMenu(); ApplySignalsToMenu();
@ -651,7 +707,7 @@ void TMyApplication::InnerUpdate(size_t dt)
}); });
pauseBackground->onMoveSignal.connect([this](Vector2f, Vector2f shift, int) { pauseBackground->onMoveSignal.connect([this](Vector2f, Vector2f shift, int) {
SE::GetConsole() << shift.norm(); SE::GetConsole() << std::to_string(shift.norm());
if (shift.norm() > 15) if (shift.norm() > 15)
{ {
GameLevel->TryGoToMenu(); GameLevel->TryGoToMenu();
@ -841,7 +897,7 @@ void TMyApplication::GoFromGameToMenu()
TrySaveGame(); TrySaveGame();
DisapplySignalsToGame(); DisapplySignalsToGame();
ignoreTapUp = true; //ignoreTapUp = true;
LoadGalaxyUi(); LoadGalaxyUi();
@ -1013,11 +1069,10 @@ void TMyApplication::EffectsDraw() {
Renderer->TranslateMatrix(Vector3f(offset[0], offset[1], 0)); Renderer->TranslateMatrix(Vector3f(offset[0], offset[1], 0));
Renderer->ScaleMatrix(scale); Renderer->ScaleMatrix(scale);
glPushAttrib(GL_ALL_ATTRIB_BITS); //glPushAttrib(GL_ALL_ATTRIB_BITS);
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
lsparkler.draw(); lsparkler.draw();
rsparkler.draw(); rsparkler.draw();
@ -1025,9 +1080,12 @@ void TMyApplication::EffectsDraw() {
bsparkler.draw(); bsparkler.draw();
lvlFirework.draw(); lvlFirework.draw();
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
Renderer->PopMatrix(); Renderer->PopMatrix();
glPopAttrib(); //glPopAttrib();
} }
void TMyApplication::hitSpark(std::string direct,Vector2f Pos) { void TMyApplication::hitSpark(std::string direct,Vector2f Pos) {

View File

@ -89,6 +89,8 @@ const int CONST_GAMESTATE_PRELOADING = 7;
class TMyApplication : public TApplication class TMyApplication : public TApplication
{ {
protected: protected:
bool skipUpdateToUpdateScreen;
int levelScreenWidth; int levelScreenWidth;
int levelScreenHeight; int levelScreenHeight;
float levelScreenRatio = 1.6; float levelScreenRatio = 1.6;
@ -147,6 +149,10 @@ public:
virtual void OnKeyPress(size_t key); virtual void OnKeyPress(size_t key);
virtual void InnerInit(); virtual void InnerInit();
virtual void RenderLevelSnapshots();
virtual void InnerReinitGLResources();
virtual void InnerDeinit(); virtual void InnerDeinit();
virtual void InnerDraw(); virtual void InnerDraw();

View File

@ -1,6 +1,6 @@
cmake_minimum_required(VERSION 3.4.1) cmake_minimum_required(VERSION 3.4.1)
set(BOOST_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../../../boost_1_67_0) set(BOOST_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../../../boost_1_68_0)
set(BOOST_GIL_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../../../libs/boost-gil-extension) set(BOOST_GIL_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../../../libs/boost-gil-extension)
set(ZIP_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../../../libs/julienr-libzip-android/jni) set(ZIP_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../../../libs/julienr-libzip-android/jni)
set(LIBPNG_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../../../libs/libpng_1.4.1_android) set(LIBPNG_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../../../libs/libpng_1.4.1_android)

View File

@ -3,7 +3,7 @@ apply plugin: 'kotlin-android'
android { android {
compileSdkVersion 28 compileSdkVersion 28
buildToolsVersion "28.0.0" buildToolsVersion "28.0.3"
defaultConfig { defaultConfig {
applicationId "fishrungames.DoubleHitBalls" applicationId "fishrungames.DoubleHitBalls"
minSdkVersion 19 minSdkVersion 19
@ -46,9 +46,9 @@ android {
dependencies { dependencies {
implementation fileTree(dir: 'libs', include: ['*.jar']) implementation fileTree(dir: 'libs', include: ['*.jar'])
implementation 'com.android.support:appcompat-v7:28+' implementation "com.android.support:appcompat-v7:$supportLibraryVersion"
implementation "org.jetbrains.kotlin:kotlin-stdlib-jdk8:$kotlin_version"
implementation project(':SalmonEngineAndroid') implementation project(':SalmonEngineAndroid')
compile "org.jetbrains.kotlin:kotlin-stdlib-jdk7:$kotlin_version"
} }

View File

@ -9,6 +9,7 @@ import android.content.pm.ApplicationInfo;
import android.content.pm.PackageManager; import android.content.pm.PackageManager;
import android.content.pm.PackageManager.NameNotFoundException; import android.content.pm.PackageManager.NameNotFoundException;
import android.os.Bundle; import android.os.Bundle;
import android.util.Log;
import android.view.GestureDetector; import android.view.GestureDetector;
import android.view.KeyEvent; import android.view.KeyEvent;
import android.view.GestureDetector.SimpleOnGestureListener; import android.view.GestureDetector.SimpleOnGestureListener;
@ -28,6 +29,7 @@ public class GL2JNIActivity extends Activity
@Override @Override
protected void onCreate(Bundle icicle) protected void onCreate(Bundle icicle)
{ {
Log.d("DEBUG", "START ACTIVITY");
super.onCreate(icicle); super.onCreate(icicle);
@ -65,7 +67,7 @@ public class GL2JNIActivity extends Activity
@Override @Override
protected void onPause() protected void onPause()
{ {
EngineWrapper.CallDestroy(); //EngineWrapper.CallDestroy();
super.onPause(); super.onPause();
mView.onPause(); mView.onPause();
} }

View File

@ -1,14 +1,22 @@
// Top-level build file where you can add configuration options common to all sub-projects/modules. // Top-level build file where you can add configuration options common to all sub-projects/modules.
buildscript { buildscript {
ext.kotlin_version = '1.2.70' ext {
compileSdkVersion = 28
targetSdkVersion = 28
kotlin_version = "1.3.10"
supportLibraryVersion = "28.0.0"
}
repositories { repositories {
jcenter() jcenter()
google() google()
} }
dependencies { dependencies {
classpath 'com.android.tools.build:gradle:3.2.0-alpha18' classpath 'com.android.tools.build:gradle:3.2.1'
classpath "org.jetbrains.kotlin:kotlin-gradle-plugin:$kotlin_version" classpath "org.jetbrains.kotlin:kotlin-gradle-plugin:$kotlin_version"
// NOTE: Do not place your application dependencies here; they belong // NOTE: Do not place your application dependencies here; they belong