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/*
 * UltraStar Deluxe - Karaoke Game
 *
 * UltraStar Deluxe is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * 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; see the file COPYING. If not, write to
 * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
 * Boston, MA 02110-1301, USA.
 *
 */

#include "application.hpp"
#include "event_manager.hpp"
#include <exception>
#include "software_mouse_pointer.hpp"
#include "frames/loading_frame.hpp"
#include <GL/gl.h>
#include <log4cpp/PropertyConfigurator.hh>

namespace usdx
{
	log4cpp::Category&  Application::log =
		log4cpp::Category::getInstance("usdx.menu.application");

	Application* Application::instance = NULL;

	Application::Application(Container* parent)
		: Container(parent), display(NULL), fps_manager(NULL),
		  running(false), frames_per_second(50)
	{
		set_size(800, 600);
		log4cpp::PropertyConfigurator::configure("log4cpp.property");
		SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO);
	}

	Application::~Application()
	{
		if (fps_manager) {
			delete fps_manager;
			fps_manager = NULL;
		}

		SDL_Quit();

		// reset instance to be able to recreate the singleton
		instance = NULL;
	}

	Application* Application::get_instance(void)
	{
		if (! instance) {
			instance = new Application(NULL);
		}

		return instance;
	}

	void Application::main_loop(SDL_Surface* display)
	{
		SDL_Event event;
		EventManager event_manager;
		boost::thread event_thread(boost::bind(&EventManager::handle_events, &event_manager));

		SoftwareMousePointer pointer(this, &event_manager);
		LoadingFrame frame(this);

		running = true;
		while (running) {
			// repaint everything
			glClear(GL_COLOR_BUFFER_BIT);
			glLoadIdentity();
			repaint();
			SDL_GL_SwapBuffers();

			log << log4cpp::Priority::DEBUG << "repaint";

			// poll current events
			while (event_manager.available() && SDL_PollEvent(&event)) {
				switch (event.type) {
				case SDL_QUIT:
					running = false;
					event_thread.interrupt();
					break;

				case SDL_KEYDOWN:
					if (event.key.keysym.sym == SDLK_q) {
						running = false;
						event_thread.interrupt();
						break;
					}

					/* fall throught */

				default:
					event_manager.add_event(event);
					break;
				}
			}

			if (running) {
				// limit frames
				SDL_framerateDelay(fps_manager);
			}
		}

		event_thread.join();
	}

	void Application::run(void)
	{
		if (! display) {
			// opengl settings
			SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
			SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
			SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
			SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
			SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);

			// center screen
			char env[] = "SDL_VIDEO_CENTERED=center";
			SDL_putenv(env);

			// create screen
			display = SDL_SetVideoMode(get_width(),
									   get_height(),
									   24,
									   SDL_OPENGL);

			glViewport(0, 0, get_width(), get_height());

			glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
			glClear(GL_COLOR_BUFFER_BIT);

			glMatrixMode(GL_PROJECTION);
			glLoadIdentity();

			glOrtho(0.0f, get_width(), get_height(), 0.0f, -1.0f, 1.0f);

			glMatrixMode(GL_MODELVIEW);
			glLoadIdentity();

			glDisable(GL_DEPTH_TEST);
		}

		if (! display) {
            log << log4cpp::Priority::ERROR << "SDL_SetVideoMode failed.";
            throw new std::exception();
		}

		init_fps_manager();

		SDL_setFramerate(fps_manager, frames_per_second);

		SDL_ShowCursor(SDL_DISABLE);

		main_loop(display);

		SDL_ShowCursor(SDL_ENABLE);
	}

	const int Application::get_frames_per_second(void) const
	{
		return frames_per_second;
	}

	void Application::set_frames_per_second(int fps)
	{
		this->frames_per_second = fps;

		if (fps_manager) {
			SDL_setFramerate(fps_manager, frames_per_second);
		}
	}

	void Application::init_fps_manager(void)
	{
		if (! fps_manager) {
			fps_manager = new FPSmanager();
			SDL_initFramerate(fps_manager);
		}
	}
};