Mercurial > molko
comparison src/libmlk-core/core/game.c @ 320:8f9937403749
misc: improve loading of data
author | David Demelier <markand@malikania.fr> |
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date | Fri, 01 Oct 2021 20:30:00 +0200 |
parents | libmlk-core/core/game.c@d01e83210ca2 |
children | 460c78706989 |
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319:b843eef4cc35 | 320:8f9937403749 |
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1 /* | |
2 * game.c -- main game object | |
3 * | |
4 * Copyright (c) 2020-2021 David Demelier <markand@malikania.fr> | |
5 * | |
6 * Permission to use, copy, modify, and/or distribute this software for any | |
7 * purpose with or without fee is hereby granted, provided that the above | |
8 * copyright notice and this permission notice appear in all copies. | |
9 * | |
10 * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES | |
11 * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF | |
12 * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR | |
13 * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES | |
14 * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN | |
15 * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF | |
16 * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. | |
17 */ | |
18 | |
19 #include <assert.h> | |
20 #include <stddef.h> | |
21 #include <string.h> | |
22 | |
23 #include "clock.h" | |
24 #include "event.h" | |
25 #include "game.h" | |
26 #include "state.h" | |
27 #include "painter.h" | |
28 #include "util.h" | |
29 #include "window.h" | |
30 | |
31 struct game game = { | |
32 .state = &game.states[0], | |
33 }; | |
34 | |
35 void | |
36 game_init(void) | |
37 { | |
38 memset(&game, 0, sizeof (game)); | |
39 | |
40 game.state = &game.states[0]; | |
41 } | |
42 | |
43 void | |
44 game_push(struct state *state) | |
45 { | |
46 assert(state); | |
47 assert(game.state != &game.states[GAME_STATE_MAX]); | |
48 | |
49 if (*game.state) { | |
50 state_suspend(*game.state); | |
51 state_start(*(++game.state) = state); | |
52 } else | |
53 state_start((*game.state) = state); | |
54 } | |
55 | |
56 void | |
57 game_pop(void) | |
58 { | |
59 if (!*game.state) | |
60 return; | |
61 | |
62 state_end(*game.state); | |
63 state_finish(*game.state); | |
64 | |
65 *game.state = NULL; | |
66 | |
67 if (game.state != &game.states[0]) | |
68 state_resume(*--game.state); | |
69 } | |
70 | |
71 void | |
72 game_handle(const union event *ev) | |
73 { | |
74 assert(ev); | |
75 | |
76 if (*game.state && !(game.inhibit & INHIBIT_STATE_INPUT)) | |
77 state_handle(*game.state, ev); | |
78 } | |
79 | |
80 void | |
81 game_update(unsigned int ticks) | |
82 { | |
83 if (*game.state && !(game.inhibit & INHIBIT_STATE_UPDATE)) | |
84 state_update(*game.state, ticks); | |
85 } | |
86 | |
87 void | |
88 game_draw(void) | |
89 { | |
90 if (*game.state && !(game.inhibit & INHIBIT_STATE_DRAW)) | |
91 state_draw(*game.state); | |
92 } | |
93 | |
94 void | |
95 game_loop(void) | |
96 { | |
97 struct clock clock = {0}; | |
98 unsigned int elapsed = 0; | |
99 unsigned int frametime; | |
100 | |
101 if (window.framerate > 0) | |
102 frametime = 1000 / window.framerate; | |
103 else | |
104 /* Assuming 50.0 FPS. */ | |
105 frametime = 1000.0 / 50.0; | |
106 | |
107 while (*game.state) { | |
108 clock_start(&clock); | |
109 | |
110 for (union event ev; event_poll(&ev); ) | |
111 game_handle(&ev); | |
112 | |
113 game_update(elapsed); | |
114 game_draw(); | |
115 | |
116 /* | |
117 * If vsync is enabled, it should have wait, otherwise sleep | |
118 * a little to save CPU cycles. | |
119 */ | |
120 if ((elapsed = clock_elapsed(&clock)) < frametime) | |
121 util_delay(frametime - elapsed); | |
122 | |
123 elapsed = clock_elapsed(&clock); | |
124 } | |
125 } | |
126 | |
127 void | |
128 game_quit(void) | |
129 { | |
130 for (size_t i = 0; i < UTIL_SIZE(game.states); ++i) { | |
131 if (game.states[i]) | |
132 state_finish(game.states[i]); | |
133 | |
134 game.states[i] = NULL; | |
135 } | |
136 } |