Mercurial > molko
view src/adventure/main.c @ 89:30baadb6f6a2
core: add a panic_state in the adventure, continue #2484 @2h
author | David Demelier <markand@malikania.fr> |
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date | Thu, 12 Mar 2020 20:22:02 +0100 |
parents | 05ffbcdee585 |
children | 8bfb90e85b28 |
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/* * main.c -- Molko's Adventure * * Copyright (c) 2020 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 <setjmp.h> #include <stdio.h> #include <stdlib.h> #include <stdnoreturn.h> #include <string.h> #include "clock.h" #include "debug.h" #include "error.h" #include "event.h" #include "font.h" #include "game.h" #include "image.h" #include "inhibit.h" #include "map.h" #include "map_state.h" #include "message.h" #include "painter.h" #include "panic.h" #include "panic_state.h" #include "script.h" #include "splashscreen_state.h" #include "sprite.h" #include "sys.h" #include "util.h" #include "wait.h" #include "window.h" #define WINDOW_WIDTH 1280 #define WINDOW_HEIGHT 720 static jmp_buf panic_buf; static noreturn void unrecoverable(void) { longjmp(panic_buf, 1); } static void init(void) { if (!sys_init()) error_fatal(); if (!window_init("Molko's Adventure", WINDOW_WIDTH, WINDOW_HEIGHT)) error_fatal(); /* Init unrecoverable panic state. */ panic_state_init(); panic_handler = unrecoverable; /* Default state is splash screen */ game_switch(&splashscreen_state, true); } static void run(void) { union event ev; struct clock clock; struct font *font; struct texture *frame; if (!(font = font_openf(sys_datapath("fonts/DejaVuSans.ttf"), 15))) error_fatal(); if (!(debug_options.default_font = font_openf(sys_datapath("fonts/DejaVuSans.ttf"), 10))) error_fatal(); if (!(frame = image_openf(sys_datapath("images/message.png")))) error_fatal(); debug_options.enable = true; clock_start(&clock); while (game.state) { unsigned int elapsed = clock_elapsed(&clock); clock_start(&clock); while (event_poll(&ev)) { /* TODO: this must be handled by states. */ if (ev.type == EVENT_QUIT) return; if (ev.type == EVENT_KEYDOWN) panic("test"); game_handle(&ev); } painter_set_color(0xffffffff); painter_clear(); game_update(elapsed); game_draw(); if ((elapsed = clock_elapsed(&clock)) < 20) delay(20 - elapsed); } } static void close(void) { window_close(); sys_close(); } int main(int argc, char **argv) { (void)argc; (void)argv; init(); if (setjmp(panic_buf) == 0) /* Initial game run. */ run(); else { /* Clear event queue to avoid accidental key presses. */ for (union event ev; event_poll(&ev); ) continue; game_switch(&panic_state, true); run(); } close(); return 0; }