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- /* GCSx
- ** GAME.CPP
- **
- ** Game playing module- basic init, other top-level functionality
- */
- /*****************************************************************************
- ** Copyright (C) 2003-2006 Janson
- **
- ** This program is free software; you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation; either version 2 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program; if not, write to the Free Software
- ** Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111, USA.
- *****************************************************************************/
- #include "all.h"
- WorldPlay* gameWorld = NULL;
- Uint8* keystate = NULL;
- // FPS Calculation (running averages)
- Uint32 firstTicks = 0;
- Uint32 frames = 0;
- Uint32 lastTicks = 0;
- double actualFPS;
- double totalFPS;
- #define COUNT_FPS 10
- int inFPS;
- double cumFPS[COUNT_FPS];
- void calcActualFPS() { start_func
- // FPS this frame
- Uint32 ticks = SDL_GetTicks();
- if (ticks == lastTicks) --lastTicks;
- actualFPS = (double)1000.0 / (ticks - lastTicks);
- lastTicks = ticks;
-
- // Update running average
- totalFPS -= cumFPS[inFPS];
- totalFPS += actualFPS;
- cumFPS[inFPS] = actualFPS;
- if (++inFPS >= COUNT_FPS) inFPS = 0;
-
- // Place in titlebar
- string title = PRODUCT_NAME " - ";
- title += gameWorld->getTitle();
- title += formatString(" (%4.2lf FPS avg of 10 / %2.4lf ms avg overall)", totalFPS / COUNT_FPS, (ticks - firstTicks) / (double)(++frames));
- SDL_WM_SetCaption(title.c_str(), title.c_str());
- }
- void gcsxGameplay(const string& gameFile) throw_File { start_func
- keystate = SDL_GetKeyState(NULL);
- gameWorld = new WorldPlay(gameFile.c_str());
- string title = PRODUCT_NAME " - ";
- title += gameWorld->getTitle();
- SDL_WM_SetCaption(title.c_str(), title.c_str());
- // @TODO: This should be configurable per game
- // @TODO: throw_Video
- selectVideoMode(-1, -1, -1, -1, 0, 1);
-
- // @TODO: optimize enabling these modes-
- // per layer (based on tileset and presence of layer alpha)
- // per layer sprites (?)
- // for desktop (simply on)
- oglAlphaMode(1, 1);
-
- gameWorld->gameStart();
-
- // Init FPS
- firstTicks = lastTicks = SDL_GetTicks();
- frames = 0;
- inFPS = 0;
- totalFPS = (double)0.0;
- for (int p = 0; p < COUNT_FPS; ++p)
- cumFPS[p] = (double)0.0;
- }
- void gcsxEndgame() { start_func
- if (gameWorld) {
- interpreterCleanup();
- delete gameWorld;
- gameWorld = NULL;
- initDefaultVideo();
- SDL_WM_SetCaption(PRODUCT_NAME, PRODUCT_NAME);
- }
- }
- int handleGameEvents(int (*eventFunc)(SDL_Event*)) { start_func
- // TEMPORARY SAMPLE EVENT HANDLING
- Scene* scene = gameWorld->getCurrentScene();
- SDL_Event event;
- while (eventFunc(&event)) {
- if (event.type == SDL_QUIT)
- return GAME_EXIT;
- if (event.type == SDL_KEYDOWN) {
- int pos = 0;
- SDLMod mod = KMOD_NONE;
- if (event.key.keysym.mod & KMOD_ALT) mod = (SDLMod)(mod | KMOD_ALT);
- if (event.key.keysym.mod & KMOD_CTRL) mod = (SDLMod)(mod | KMOD_CTRL);
- if (event.key.keysym.mod & KMOD_SHIFT) mod = (SDLMod)(mod | KMOD_SHIFT);
- while (int command = config->readShortcut(event.key.keysym.sym, mod, ++pos)) {
- switch (command) {
- case VIEW_CONSOLE:
- return GAME_CONSOLE;
-
- case FILE_CLOSEGAME:
- return GAME_EXIT;
- case FILE_RETURNGAME:
- return GAME_MENU;
- default:
- break;
- }
- }
- }
- }
- if (scene) {
- if (keystate[SDLK_LEFT])
- scene->viewX(scene->viewX() + 1);
- if (keystate[SDLK_RIGHT])
- scene->viewX(scene->viewX() - 1);
- if (keystate[SDLK_UP])
- scene->viewY(scene->viewY() + 1);
- if (keystate[SDLK_DOWN])
- scene->viewY(scene->viewY() - 1);
- }
- return 0;
- }
- int gcsxGameloop() { start_func
- calcActualFPS();
- preGLScreenFlip();
- gameWorld->cycle();
- gameWorld->draw();
- postGLScreenFlip();
- // @TODO: actual proper delay/vsync wait
- SDL_Delay(1);
- return handleGameEvents(grabEvent);
- }
- void gcsxGameloopGui(int keysOk) { start_func
- calcActualFPS();
- preGLScreenFlip();
- gameWorld->cycle();
- gameWorld->draw();
- if (keysOk) {
- int result = handleGameEvents(grabEventGame);
- if (result == GAME_EXIT)
- desktop->broadcastEvent(SDL_SPECIAL, SDL_CLOSEGAME);
- if (result == GAME_MENU)
- desktop->broadcastEvent(SDL_SPECIAL, SDL_QUITTOGAME);
- if (result == GAME_CONSOLE)
- desktop->broadcastEvent(SDL_COMMAND, VIEW_CONSOLE);
-
- }
- }
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