Beispiel #1
0
/* game_loop() has been turned into a SDL based loop.
   The code for one iteration of the original game_loop is
   in game_loop_iter. */
static void
game_loop()
{
	/* FPS */
	int fps = 0;
	int fps_ema = 0;
	int fps_target = 25;
	const float ema_alpha = 0.003;

	int drag_button = 0;

	unsigned int last_down[3] = {0};
	unsigned int last_click[3] = {0};

	unsigned int current_ticks = SDL_GetTicks();
	unsigned int accum = 0;
	unsigned int accum_frames = 0;

	SDL_Event event;
	gui_event_t ev;

	game_loop_run = 1;
	while (game_loop_run) {
		if (SDL_PollEvent(&event)) {
			switch (event.type) {
			case SDL_MOUSEBUTTONUP:
				if (drag_button == event.button.button) {
					ev.type = GUI_EVENT_TYPE_DRAG_END;
					ev.x = event.button.x;
					ev.y = event.button.y;
					ev.button = drag_button;
					gui_object_handle_event((gui_object_t *)&interface, &ev);

					drag_button = 0;
				}

				ev.type = GUI_EVENT_TYPE_BUTTON_UP;
				ev.x = event.button.x;
				ev.y = event.button.y;
				ev.button = event.button.button;
				gui_object_handle_event((gui_object_t *)&interface, &ev);

				if (event.button.button <= 3 &&
				    current_ticks - last_down[event.button.button-1] < MOUSE_SENSITIVITY) {
					ev.type = GUI_EVENT_TYPE_CLICK;
					ev.x = event.button.x;
					ev.y = event.button.y;
					ev.button = event.button.button;
					gui_object_handle_event((gui_object_t *)&interface, &ev);

					if (current_ticks - last_click[event.button.button-1] < MOUSE_SENSITIVITY) {
						ev.type = GUI_EVENT_TYPE_DBL_CLICK;
						ev.x = event.button.x;
						ev.y = event.button.y;
						ev.button = event.button.button;
						gui_object_handle_event((gui_object_t *)&interface, &ev);
					}

					last_click[event.button.button-1] = current_ticks;
				}
				break;
			case SDL_MOUSEBUTTONDOWN:
				ev.type = GUI_EVENT_TYPE_BUTTON_DOWN;
				ev.x = event.button.x;
				ev.y = event.button.y;
				ev.button = event.button.button;
				gui_object_handle_event((gui_object_t *)&interface, &ev);

				if (event.button.button <= 3) last_down[event.button.button-1] = current_ticks;
				break;
			case SDL_MOUSEMOTION:
				if (drag_button == 0) {
					/* Move pointer normally. */
					interface_set_cursor(&interface, event.motion.x, event.motion.y);
				}

				for (int button = 1; button <= 3; button++) {
					if (event.motion.state & SDL_BUTTON(button)) {
						if (drag_button == 0) {
							drag_button = button;

							ev.type = GUI_EVENT_TYPE_DRAG_START;
							ev.x = event.motion.x;
							ev.y = event.motion.y;
							ev.button = drag_button;
							gui_object_handle_event((gui_object_t *)&interface, &ev);
						}

						ev.type = GUI_EVENT_TYPE_DRAG_MOVE;
						ev.x = event.motion.x;
						ev.y = event.motion.y;
						ev.button = drag_button;
						gui_object_handle_event((gui_object_t *)&interface, &ev);
						break;
					}
				}
				break;
			case SDL_KEYDOWN:
				if (event.key.keysym.sym == SDLK_q &&
				    (event.key.keysym.mod & KMOD_CTRL)) {
					game_loop_quit();
					break;
				}

				switch (event.key.keysym.sym) {
					/* Map scroll */
				case SDLK_UP: {
					viewport_t *viewport = interface_get_top_viewport(&interface);
					viewport_move_by_pixels(viewport, 0, -1);
				}
					break;
				case SDLK_DOWN: {
					viewport_t *viewport = interface_get_top_viewport(&interface);
					viewport_move_by_pixels(viewport, 0, 1);
				}
					break;
				case SDLK_LEFT: {
					viewport_t *viewport = interface_get_top_viewport(&interface);
					viewport_move_by_pixels(viewport, -1, 0);
				}
					break;
				case SDLK_RIGHT: {
					viewport_t *viewport = interface_get_top_viewport(&interface);
					viewport_move_by_pixels(viewport, 1, 0);
				}
					break;

					/* Panel click shortcuts */
				case SDLK_1: {
					panel_bar_t *panel = interface_get_panel_bar(&interface);
					panel_bar_activate_button(panel, 0);
				}
					break;
				case SDLK_2: {
					panel_bar_t *panel = interface_get_panel_bar(&interface);
					panel_bar_activate_button(panel, 1);
				}
					break;
				case SDLK_3: {
					panel_bar_t *panel = interface_get_panel_bar(&interface);
					panel_bar_activate_button(panel, 2);
				}
					break;
				case SDLK_4: {
					panel_bar_t *panel = interface_get_panel_bar(&interface);
					panel_bar_activate_button(panel, 3);
				}
					break;
				case SDLK_5: {
					panel_bar_t *panel = interface_get_panel_bar(&interface);
					panel_bar_activate_button(panel, 4);
				}
					break;

					/* Game speed */
				case SDLK_PLUS:
				case SDLK_KP_PLUS:
					if (game.game_speed < 40) game.game_speed += 1;
					LOGI("main", "Game speed: %u", game.game_speed);
					break;
				case SDLK_MINUS:
				case SDLK_KP_MINUS:
					if (game.game_speed >= 1) game.game_speed -= 1;
					LOGI("main", "Game speed: %u", game.game_speed);
					break;
				case SDLK_0:
					game.game_speed = DEFAULT_GAME_SPEED;
					LOGI("main", "Game speed: %u", game.game_speed);
					break;
				case SDLK_p:
					if (game.game_speed == 0) game_pause(0);
					else game_pause(1);
					break;

					/* Audio */
				case SDLK_s:
					sfx_enable(!sfx_is_enabled());
					break;
				case SDLK_m:
					midi_enable(!midi_is_enabled());
					break;

					/* Misc */
				case SDLK_ESCAPE:
					if (BIT_TEST(interface.click, 7)) { /* Building road */
						interface_build_road_end(&interface);
					} else if (interface.clkmap != 0) {
						interface_close_popup(&interface);
					}
					break;

					/* Debug */
				case SDLK_g:
					interface.viewport.layers ^= VIEWPORT_LAYER_GRID;
					break;
				case SDLK_j: {
					int current = 0;
					for (int i = 0; i < 4; i++) {
						if (interface.player == game.player[i]) {
							current = i;
							break;
						}
					}

					for (int i = (current+1) % 4; i != current; i = (i+1) % 4) {
						if (PLAYER_IS_ACTIVE(game.player[i])) {
							interface.player = game.player[i];
							LOGD("main", "Switched to player %i.", i);
							break;
						}
					}
				}
					break;
				case SDLK_z:
					if (event.key.keysym.mod & KMOD_CTRL) {
						save_game(0);
					}
					break;

				default:
					break;
				}
				break;
			case SDL_QUIT:
				game_loop_quit();
				break;
			}
		}

		unsigned int new_ticks = SDL_GetTicks();
		int delta_ticks = new_ticks - current_ticks;
		current_ticks = new_ticks;

		accum += delta_ticks;
		while (accum >= TICK_LENGTH) {
			game_update();

			/* Autosave periodically */
			if ((game.const_tick % AUTOSAVE_INTERVAL) == 0 &&
			    game.game_speed > 0) {
				int r = save_game(1);
				if (r < 0) LOGW("main", "Autosave failed.");
			}

			/* FPS */
			fps = 1000*((float)accum_frames / accum);
			if (fps_ema > 0) fps_ema = ema_alpha*fps + (1-ema_alpha)*fps_ema;
			else if (fps > 0) fps_ema = fps;

			if ((game.const_tick % (10*TICKS_PER_SEC)) == 0) {
				LOGV("main", "FPS: %i", fps_ema);
			}

			accum -= TICK_LENGTH;
			accum_frames = 0;
		}

		/* Update and draw interface */
		interface_update(&interface);

		interface.flags &= ~BIT(4);
		interface.flags &= ~BIT(7);

		gui_object_redraw((gui_object_t *)&interface, game.frame);

		/* TODO very crude dirty marking algortihm: mark everything. */
		sdl_mark_dirty(0, 0, sdl_frame_get_width(game.frame),
			       sdl_frame_get_height(game.frame));

		/* Swap video buffers */
		sdl_swap_buffers();

		accum_frames += 1;

		/* Reduce framerate to target */
		if (fps_target > 0) {
			int delay = 0;
			if (fps_ema > 0) delay = (1000/fps_target) - (1000/fps_ema);
			if (delay > 0) SDL_Delay(delay);
		}
	}
}
Beispiel #2
0
/* game_loop() has been turned into a SDL based loop.
   The code for one iteration of the original game_loop is
   in game_loop_iter. */
static void
game_loop()
{
	/* FPS */
	int fps = 0;
	float fps_ema = 0;
	int fps_target = 25;
	/* TODO: compute alpha dynamically based on frametime */
	const float ema_alpha = 0.07;

	const int frametime_target = 1000 / fps_target; /* in milliseconds */
	int last_frame = SDL_GetTicks();

	int drag_button = 0;

	unsigned int last_down[3] = {0};
	unsigned int last_click[3] = {0};

	unsigned int current_ticks = SDL_GetTicks();
	unsigned int accum = 0;

	SDL_Event event;
	gui_event_t ev;

	game_loop_run = 1;
	while (game_loop_run) {
		while (SDL_PollEvent(&event)) {
			switch (event.type) {
			case SDL_MOUSEBUTTONUP:
				if (drag_button == event.button.button) {
					ev.type = GUI_EVENT_TYPE_DRAG_END;
					ev.x = event.button.x;
					ev.y = event.button.y;
					ev.button = drag_button;
					gui_object_handle_event((gui_object_t *)&interface, &ev);

					drag_button = 0;
				}

				ev.type = GUI_EVENT_TYPE_BUTTON_UP;
				ev.x = event.button.x;
				ev.y = event.button.y;
				ev.button = event.button.button;
				gui_object_handle_event((gui_object_t *)&interface, &ev);

				if (event.button.button <= 3 &&
				    current_ticks - last_down[event.button.button-1] < MOUSE_SENSITIVITY) {
					ev.type = GUI_EVENT_TYPE_CLICK;
					ev.x = event.button.x;
					ev.y = event.button.y;
					ev.button = event.button.button;
					gui_object_handle_event((gui_object_t *)&interface, &ev);

					if (current_ticks - last_click[event.button.button-1] < MOUSE_SENSITIVITY) {
						ev.type = GUI_EVENT_TYPE_DBL_CLICK;
						ev.x = event.button.x;
						ev.y = event.button.y;
						ev.button = event.button.button;
						gui_object_handle_event((gui_object_t *)&interface, &ev);
					}

					last_click[event.button.button-1] = current_ticks;
				}
				break;
			case SDL_MOUSEBUTTONDOWN:
				ev.type = GUI_EVENT_TYPE_BUTTON_DOWN;
				ev.x = event.button.x;
				ev.y = event.button.y;
				ev.button = event.button.button;
				gui_object_handle_event((gui_object_t *)&interface, &ev);

				if (event.button.button <= 3) last_down[event.button.button-1] = current_ticks;
				break;
			case SDL_MOUSEMOTION:
				if (drag_button == 0) {
					/* Move pointer normally. */
					interface_set_cursor(&interface, event.motion.x, event.motion.y);
				}

				for (int button = 1; button <= 3; button++) {
					if (event.motion.state & SDL_BUTTON(button)) {
						if (drag_button == 0) {
							drag_button = button;

							ev.type = GUI_EVENT_TYPE_DRAG_START;
							ev.x = event.motion.x;
							ev.y = event.motion.y;
							ev.button = drag_button;
							gui_object_handle_event((gui_object_t *)&interface, &ev);
						}

						ev.type = GUI_EVENT_TYPE_DRAG_MOVE;
						ev.x = event.motion.x;
						ev.y = event.motion.y;
						ev.button = drag_button;
						gui_object_handle_event((gui_object_t *)&interface, &ev);
						break;
					}
				}
				break;
			case SDL_KEYDOWN:
				if (event.key.keysym.sym == SDLK_q &&
				    (event.key.keysym.mod & KMOD_CTRL)) {
					game_loop_quit();
					break;
				}

				switch (event.key.keysym.sym) {
					/* Map scroll */
				case SDLK_UP: {
					viewport_t *viewport = interface_get_top_viewport(&interface);
					viewport_move_by_pixels(viewport, 0, -1);
				}
					break;
				case SDLK_DOWN: {
					viewport_t *viewport = interface_get_top_viewport(&interface);
					viewport_move_by_pixels(viewport, 0, 1);
				}
					break;
				case SDLK_LEFT: {
					viewport_t *viewport = interface_get_top_viewport(&interface);
					viewport_move_by_pixels(viewport, -1, 0);
				}
					break;
				case SDLK_RIGHT: {
					viewport_t *viewport = interface_get_top_viewport(&interface);
					viewport_move_by_pixels(viewport, 1, 0);
				}
					break;

					/* Panel click shortcuts */
				case SDLK_1: {
					panel_bar_t *panel = interface_get_panel_bar(&interface);
					panel_bar_activate_button(panel, 0);
				}
					break;
				case SDLK_2: {
					panel_bar_t *panel = interface_get_panel_bar(&interface);
					panel_bar_activate_button(panel, 1);
				}
					break;
				case SDLK_3: {
					panel_bar_t *panel = interface_get_panel_bar(&interface);
					panel_bar_activate_button(panel, 2);
				}
					break;
				case SDLK_4: {
					panel_bar_t *panel = interface_get_panel_bar(&interface);
					panel_bar_activate_button(panel, 3);
				}
					break;
				case SDLK_5: {
					panel_bar_t *panel = interface_get_panel_bar(&interface);
					panel_bar_activate_button(panel, 4);
				}
					break;

				case SDLK_TAB:
					if (event.key.keysym.mod & KMOD_SHIFT) {
						interface_return_from_message(&interface);
					} else {
						interface_open_message(&interface);
					}
					break;

					/* Game speed */
				case SDLK_PLUS:
				case SDLK_KP_PLUS:
					if (game.game_speed < 40) game.game_speed += 1;
					LOGI("main", "Game speed: %u", game.game_speed);
					break;
				case SDLK_MINUS:
				case SDLK_KP_MINUS:
					if (game.game_speed >= 1) game.game_speed -= 1;
					LOGI("main", "Game speed: %u", game.game_speed);
					break;
				case SDLK_0:
					game.game_speed = DEFAULT_GAME_SPEED;
					LOGI("main", "Game speed: %u", game.game_speed);
					break;
				case SDLK_p:
					if (game.game_speed == 0) game_pause(0);
					else game_pause(1);
					break;

					/* Audio */
				case SDLK_s:
					sfx_enable(!sfx_is_enabled());
					break;
				case SDLK_m:
					midi_enable(!midi_is_enabled());
					break;

					/* Video */
				case SDLK_f:
					if (event.key.keysym.mod & KMOD_CTRL) {
						sdl_set_fullscreen(!sdl_is_fullscreen());
					}
					break;

					/* Misc */
				case SDLK_ESCAPE:
					if (GUI_OBJECT(&interface.popup)->displayed) {
						interface_close_popup(&interface);
					} else if (interface.building_road) {
						interface_build_road_end(&interface);
					}
					break;

					/* Debug */
				case SDLK_g:
					interface.viewport.layers ^= VIEWPORT_LAYER_GRID;
					break;
				case SDLK_b:
					interface.viewport.show_possible_build = !interface.viewport.show_possible_build;
					break;
				case SDLK_j: {
					int current = 0;
					for (int i = 0; i < 4; i++) {
						if (interface.player == game.player[i]) {
							current = i;
							break;
						}
					}

					for (int i = (current+1) % 4; i != current; i = (i+1) % 4) {
						if (PLAYER_IS_ACTIVE(game.player[i])) {
							interface.player = game.player[i];
							LOGD("main", "Switched to player %i.", i);
							break;
						}
					}
				}
					break;
				case SDLK_z:
					if (event.key.keysym.mod & KMOD_CTRL) {
						save_game(0);
					}
					break;
				case SDLK_F10:
					interface_open_game_init(&interface);
					break;

				default:
					break;
				}
				break;
			case SDL_VIDEORESIZE:
				sdl_set_resolution(event.resize.w, event.resize.h, 0);

				frame_t *screen = sdl_get_screen_frame();
				int width = sdl_frame_get_width(screen);
				int height = sdl_frame_get_height(screen);

				screen_frame.clip.w = width;
				screen_frame.clip.h = height;

				gui_object_set_size((gui_object_t *)&interface, width, height);
				break;
			case SDL_QUIT:
				game_loop_quit();
				break;
			}
		}

		unsigned int new_ticks = SDL_GetTicks();
		int delta_ticks = new_ticks - current_ticks;
		current_ticks = new_ticks;

		/* Update FPS EMA per frame */
		fps = 1000*(1.0 / (float)delta_ticks);
		if (fps_ema > 0) fps_ema = ema_alpha*fps + (1-ema_alpha)*fps_ema;
		else if (fps > 0) fps_ema = fps;

		accum += delta_ticks;
		while (accum >= TICK_LENGTH) {
			game_update();

			/* Autosave periodically */
			if ((game.const_tick % AUTOSAVE_INTERVAL) == 0 &&
			    game.game_speed > 0) {
				int r = save_game(1);
				if (r < 0) LOGW("main", "Autosave failed.");
			}

			/* Print FPS */
			if ((game.const_tick % (10*TICKS_PER_SEC)) == 0) {
				LOGV("main", "FPS: %i", (int)fps_ema);
			}

			accum -= TICK_LENGTH;
		}

		/* Update and draw interface */
		interface_update(&interface);

		gui_object_redraw(GUI_OBJECT(&interface), game.frame);

		/* TODO very crude dirty marking algortihm: mark everything. */
		sdl_mark_dirty(0, 0, sdl_frame_get_width(game.frame),
			       sdl_frame_get_height(game.frame));

		/* Swap video buffers */
		sdl_swap_buffers();

		/* Reduce framerate to target if we finished too fast */
		int now = SDL_GetTicks();
		int frametime_spent = now - last_frame;

		if (frametime_spent < frametime_target) {
			SDL_Delay(frametime_target - frametime_spent);
		}
		last_frame = SDL_GetTicks();
	}
}