annotate libcore/core/game.c @ 226:dd7c8d4321a3

misc: miscellaneous cleanups
author David Demelier <markand@malikania.fr>
date Thu, 19 Nov 2020 10:17:04 +0100
parents 133926e08d6e
children
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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 "clock.h"
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24 #include "event.h"
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25 #include "game.h"
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26 #include "state.h"
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27 #include "painter.h"
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28 #include "util.h"
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30 struct game game;
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32 void
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33 game_switch(struct state *state, bool quick)
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34 {
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35 assert(state);
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36
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37 if (quick) {
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38 if (game.state_next) {
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39 state_finish(game.state_next);
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40 game.state_next = NULL;
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41 }
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42
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43 if (game.state) {
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44 state_end(game.state);
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45 state_finish(game.state);
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46 }
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47
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48 state_start(game.state = state);
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49 } else
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50 game.state_next = state;
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51 }
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52
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53 void
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54 game_handle(const union event *ev)
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55 {
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56 assert(ev);
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58 if (game.state && !(game.inhibit & INHIBIT_STATE_INPUT))
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59 state_handle(game.state, ev);
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60 }
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61
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62 void
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63 game_update(unsigned int ticks)
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64 {
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65 if (game.inhibit & INHIBIT_STATE_UPDATE)
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66 return;
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67
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68 /* Change state if any. */
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69 if (game.state_next) {
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70 struct state *previous;
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71
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72 /* Inform the current state we're gonna leave it. */
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73 if ((previous = game.state))
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74 state_end(previous);
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75
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76 /* Change the state and tell we're starting it. */
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77 if ((game.state = game.state_next))
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78 state_start(game.state);
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79
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80 game.state_next = NULL;
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81
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82 /*
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83 * Only call finish at the end of the process because
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84 * the user may still use resources from it during the
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85 * transition.
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86 */
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87 if (previous)
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88 state_finish(previous);
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89 }
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90
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91 if (game.state)
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92 state_update(game.state, ticks);
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93 }
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94
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95 void
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96 game_draw(void)
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97 {
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98 if (game.state && !(game.inhibit & INHIBIT_STATE_DRAW))
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99 state_draw(game.state);
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100 }
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101
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102 void
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103 game_loop(void)
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104 {
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105 struct clock clock = {0};
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106 double frametimemax = 1000.0 / 60.0;
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107 unsigned int frametime = 0;
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108
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109 while (game.state) {
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110 clock_start(&clock);
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111
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112 for (union event ev; event_poll(&ev); )
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113 game_handle(&ev);
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114
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115 game_update(frametime);
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116 game_draw();
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117
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118 /*
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119 * Sleep not the full left time to allow context switches and
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120 * such.
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121 */
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122 if (frametime < frametimemax)
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123 delay((frametimemax - frametime) / 4);
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124
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125 frametime = clock_elapsed(&clock);
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126 }
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127 }
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128
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129 void
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130 game_quit(void)
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131 {
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132 /* Close the next state if any. */
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133 if (game.state_next) {
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134 state_finish(game.state_next);
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135 game.state_next = NULL;
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136 }
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137
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138 if (game.state) {
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139 state_end(game.state);
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140 state_finish(game.state);
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141 game.state = NULL;
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142 }
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143 }