annotate libmlk-core/mlk/core/game.c @ 431:8f59201dc76b

core: cleanup hierarchy
author David Demelier <markand@malikania.fr>
date Sat, 15 Oct 2022 20:23:14 +0200
parents src/libmlk-core/core/game.c@3edda1ce314c
children 773a082f0b91
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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) 2020-2022 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 <string.h>
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21
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22 #include "clock.h"
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23 #include "event.h"
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24 #include "game.h"
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25 #include "state.h"
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26 #include "util.h"
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27 #include "window.h"
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28
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29 struct game game = {0};
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31 void
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32 game_init(struct state **states, size_t statesz)
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33 {
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34 assert(states);
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35 assert(statesz);
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37 memset(&game, 0, sizeof (game));
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38
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39 game.states = states;
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40 game.statesz = statesz;
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41
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42 for (size_t i = 0; i < game.statesz; ++i)
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43 game.states[i] = NULL;
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44 }
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46 void
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47 game_push(struct state *state)
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48 {
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49 assert(state);
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50 assert(!game.state || game.state != &game.states[game.statesz - 1]);
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51
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52 if (!game.state) {
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53 game.state = &game.states[0];
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54 state_start(*game.state = state);
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55 } else {
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56 state_suspend(*game.state);
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57 state_start(*(++game.state) = state);
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58 }
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59 }
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60
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61 void
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62 game_pop(void)
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63 {
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64 assert(game.state);
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65
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66 state_end(*game.state);
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67 state_finish(*game.state);
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68
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69 if (game.state == game.states)
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70 game.state = NULL;
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71 else
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72 state_resume(*--game.state);
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73 }
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75 void
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76 game_handle(const union event *ev)
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77 {
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78 assert(ev);
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79
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80 if (*game.state && !(game.inhibit & INHIBIT_STATE_INPUT))
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81 state_handle(*game.state, ev);
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82 }
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84 void
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85 game_update(unsigned int ticks)
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86 {
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87 if (*game.state && !(game.inhibit & INHIBIT_STATE_UPDATE))
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88 state_update(*game.state, ticks);
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89 }
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90
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91 void
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92 game_draw(void)
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93 {
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94 if (*game.state && !(game.inhibit & INHIBIT_STATE_DRAW))
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95 state_draw(*game.state);
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96 }
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97
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98 void
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99 game_loop(void)
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100 {
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101 struct mlk_clock clock = {0};
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102 unsigned int elapsed = 0;
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103 unsigned int frametime;
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104
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105 if (window.framerate > 0)
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106 frametime = 1000 / window.framerate;
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107 else
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108 /* Assuming 50.0 FPS. */
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109 frametime = 1000.0 / 50.0;
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110
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111 while (*game.state) {
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112 mlk_clock_start(&clock);
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113
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114 for (union event ev; event_poll(&ev); )
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115 game_handle(&ev);
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116
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117 game_update(elapsed);
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118 game_draw();
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119
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120 /*
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121 * If vsync is enabled, it should have wait, otherwise sleep
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122 * a little to save CPU cycles.
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123 */
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124 if ((elapsed = mlk_clock_elapsed(&clock)) < frametime)
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125 util_delay(frametime - elapsed);
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126
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127 elapsed = mlk_clock_elapsed(&clock);
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128 }
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129 }
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130
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131 void
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132 game_quit(void)
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133 {
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134 for (size_t i = 0; i < game.statesz; ++i) {
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135 if (game.states[i])
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136 state_finish(game.states[i]);
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137
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138 game.states[i] = NULL;
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139 }
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140 }