Mercurial > molko
view libmlk-core/mlk/core/game.c @ 508:7f7602bae0bd
examples: minor touches
author | David Demelier <markand@malikania.fr> |
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date | Fri, 03 Mar 2023 19:45:00 +0100 |
parents | 3ff1fe64d0cd |
children | f45a023f6690 |
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/* * game.c -- main game object * * Copyright (c) 2020-2023 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 <string.h> #include "clock.h" #include "event.h" #include "game.h" #include "state.h" #include "util.h" #include "window.h" struct mlk_game game = {0}; void mlk_game_init(struct mlk_state **states, size_t statesz) { assert(states); assert(statesz); memset(&game, 0, sizeof (game)); game.states = states; game.statesz = statesz; for (size_t i = 0; i < game.statesz; ++i) game.states[i] = NULL; } void mlk_game_push(struct mlk_state *state) { assert(state); assert(!game.state || game.state != &game.states[game.statesz - 1]); if (!game.state) { game.state = &game.states[0]; mlk_state_start(*game.state = state); } else { mlk_state_suspend(*game.state); mlk_state_start(*(++game.state) = state); } } void mlk_game_pop(void) { assert(game.state); mlk_state_end(*game.state); mlk_state_finish(*game.state); if (game.state == game.states) game.state = NULL; else mlk_state_resume(*--game.state); } void mlk_game_handle(const union mlk_event *ev) { assert(ev); if (*game.state && !(game.inhibit & MLK_INHIBIT_STATE_INPUT)) mlk_state_handle(*game.state, ev); } void mlk_game_update(unsigned int ticks) { if (*game.state && !(game.inhibit & MLK_INHIBIT_STATE_UPDATE)) mlk_state_update(*game.state, ticks); } void mlk_game_draw(void) { if (*game.state && !(game.inhibit & MLK_INHIBIT_STATE_DRAW)) mlk_state_draw(*game.state); } void mlk_game_loop(void) { struct mlk_clock clock = {0}; unsigned int elapsed = 0; unsigned int frametime; if (mlk_window.framerate > 0) frametime = 1000 / mlk_window.framerate; else /* Assuming 50.0 FPS. */ frametime = 1000.0 / 50.0; while (*game.state) { mlk_clock_start(&clock); for (union mlk_event ev; mlk_event_poll(&ev); ) mlk_game_handle(&ev); mlk_game_update(elapsed); mlk_game_draw(); /* * If vsync is enabled, it should have wait, otherwise sleep * a little to save CPU cycles. */ if ((elapsed = mlk_clock_elapsed(&clock)) < frametime) mlk_util_delay(frametime - elapsed); elapsed = mlk_clock_elapsed(&clock); } } void mlk_game_quit(void) { for (size_t i = 0; i < game.statesz; ++i) { if (game.states[i]) mlk_state_finish(game.states[i]); game.states[i] = NULL; } }