annotate libcore/core/game.c @ 162:629f55f3961e

core: rework states
author David Demelier <markand@malikania.fr>
date Sun, 18 Oct 2020 12:01:59 +0200
parents b386d25832c8
children eb3148c1e54d
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1 /*
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2 * game.c -- main game object
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3 *
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4 * Copyright (c) 2020 David Demelier <markand@malikania.fr>
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5 *
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6 * Permission to use, copy, modify, and/or distribute this software for any
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7 * purpose with or without fee is hereby granted, provided that the above
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8 * copyright notice and this permission notice appear in all copies.
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9 *
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10 * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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11 * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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12 * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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13 * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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14 * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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15 * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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16 * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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17 */
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18
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19 #include <assert.h>
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20 #include <stddef.h>
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21 #include <string.h>
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22
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23 #include "game.h"
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24 #include "state.h"
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25 #include "painter.h"
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27 struct game game;
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29 void
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30 game_switch(struct state *state, bool quick)
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31 {
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32 assert(state);
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34 if (quick) {
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35 if (game.state_next)
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36 state_finish(game.state_next);
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38 game.state_next = NULL;
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39 game.state = state;
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40 state_start(game.state);
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41 } else
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42 game.state_next = state;
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43 }
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44
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45 void
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46 game_handle(const union event *ev)
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47 {
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48 assert(ev);
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49
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50 if (game.state && !(game.inhibit & INHIBIT_STATE_INPUT))
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51 state_handle(game.state, ev);
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52 }
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53
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54 void
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55 game_update(unsigned int ticks)
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56 {
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57 if (game.inhibit & INHIBIT_STATE_UPDATE)
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58 return;
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59
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60 /* Change state if any. */
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61 if (game.state_next) {
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62 struct state *previous;
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63
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64 /* Inform the current state we're gonna leave it. */
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65 if ((previous = game.state))
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66 state_end(previous);
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67
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68 /* Change the state and tell we're starting it. */
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69 if ((game.state = game.state_next))
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70 state_start(game.state);
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71
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72 game.state_next = NULL;
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73
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74 /*
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75 * Only call finish at the end of the process because
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76 * the user may still use resources from it during the
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77 * transition.
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78 */
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79 if (previous)
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80 state_finish(previous);
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81 }
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82
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83 if (game.state)
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84 state_update(game.state, ticks);
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85 }
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86
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87 void
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88 game_draw(void)
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89 {
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90 if (game.state && !(game.inhibit & INHIBIT_STATE_DRAW))
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91 state_draw(game.state);
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92
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93 painter_present();
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94 }
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95
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96 void
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97 game_quit(void)
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98 {
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99 /* Close the next state if any. */
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100 if (game.state_next) {
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101 state_finish(game.state_next);
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102 game.state_next = NULL;
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103 }
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104
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105 if (game.state) {
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106 state_end(game.state);
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107 state_finish(game.state);
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108 game.state = NULL;
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109 }
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110 }