Mercurial > molko
annotate libcore/core/game.c @ 162:629f55f3961e
core: rework states
author | David Demelier <markand@malikania.fr> |
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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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26 |
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27 struct game game; |
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28 |
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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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33 |
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34 if (quick) { |
162 | 35 if (game.state_next) |
36 state_finish(game.state_next); | |
37 | |
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38 game.state_next = NULL; |
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39 game.state = state; |
162 | 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 |
162 | 46 game_handle(const union event *ev) |
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47 { |
162 | 48 assert(ev); |
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49 |
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50 if (game.state && !(game.inhibit & INHIBIT_STATE_INPUT)) |
162 | 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 { |
162 | 57 if (game.inhibit & INHIBIT_STATE_UPDATE) |
58 return; | |
59 | |
60 /* Change state if any. */ | |
61 if (game.state_next) { | |
62 struct state *previous; | |
63 | |
64 /* Inform the current state we're gonna leave it. */ | |
65 if ((previous = game.state)) | |
66 state_end(previous); | |
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67 |
162 | 68 /* Change the state and tell we're starting it. */ |
69 if ((game.state = game.state_next)) | |
70 state_start(game.state); | |
71 | |
72 game.state_next = NULL; | |
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73 |
162 | 74 /* |
75 * Only call finish at the end of the process because | |
76 * the user may still use resources from it during the | |
77 * transition. | |
78 */ | |
79 if (previous) | |
80 state_finish(previous); | |
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81 } |
162 | 82 |
83 if (game.state) | |
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)) |
162 | 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 { |
162 | 99 /* Close the next state if any. */ |
100 if (game.state_next) { | |
101 state_finish(game.state_next); | |
102 game.state_next = NULL; | |
103 } | |
104 | |
105 if (game.state) { | |
106 state_end(game.state); | |
107 state_finish(game.state); | |
108 game.state = NULL; | |
109 } | |
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110 } |