Mercurial > molko
view src/libmlk-core/core/game.c @ 347:0969931b98e4
core: start removing POSIX APIs
author | David Demelier <markand@malikania.fr> |
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date | Tue, 19 Oct 2021 13:23:30 +0200 |
parents | 8f9937403749 |
children | 460c78706989 |
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/* * game.c -- main game object * * Copyright (c) 2020-2021 David Demelier <markand@malikania.fr> * * Permission to use, copy, modify, and/or distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ #include <assert.h> #include <stddef.h> #include <string.h> #include "clock.h" #include "event.h" #include "game.h" #include "state.h" #include "painter.h" #include "util.h" #include "window.h" struct game game = { .state = &game.states[0], }; void game_init(void) { memset(&game, 0, sizeof (game)); game.state = &game.states[0]; } void game_push(struct state *state) { assert(state); assert(game.state != &game.states[GAME_STATE_MAX]); if (*game.state) { state_suspend(*game.state); state_start(*(++game.state) = state); } else state_start((*game.state) = state); } void game_pop(void) { if (!*game.state) return; state_end(*game.state); state_finish(*game.state); *game.state = NULL; if (game.state != &game.states[0]) state_resume(*--game.state); } void game_handle(const union event *ev) { assert(ev); if (*game.state && !(game.inhibit & INHIBIT_STATE_INPUT)) state_handle(*game.state, ev); } void game_update(unsigned int ticks) { if (*game.state && !(game.inhibit & INHIBIT_STATE_UPDATE)) state_update(*game.state, ticks); } void game_draw(void) { if (*game.state && !(game.inhibit & INHIBIT_STATE_DRAW)) state_draw(*game.state); } void game_loop(void) { struct clock clock = {0}; unsigned int elapsed = 0; unsigned int frametime; if (window.framerate > 0) frametime = 1000 / window.framerate; else /* Assuming 50.0 FPS. */ frametime = 1000.0 / 50.0; while (*game.state) { clock_start(&clock); for (union event ev; event_poll(&ev); ) game_handle(&ev); game_update(elapsed); game_draw(); /* * If vsync is enabled, it should have wait, otherwise sleep * a little to save CPU cycles. */ if ((elapsed = clock_elapsed(&clock)) < frametime) util_delay(frametime - elapsed); elapsed = clock_elapsed(&clock); } } void game_quit(void) { for (size_t i = 0; i < UTIL_SIZE(game.states); ++i) { if (game.states[i]) state_finish(game.states[i]); game.states[i] = NULL; } }