Example #1
0
//Finished the basic construction. This function starts the Frame and Render 
//Functions defined by the user. Before every "game cycle" an event is pumped
//from the message queue that have accumulated during the last cycle and passed
//to the Frame and Render Functions to handle. Only one event can be handled per
//cycle on default. Manual calls to pump the queue can be made if the resources
//are available to resolve whatever msg the engine is making
void blu_impl::System_Start(){
//initialize the system log with the system start 
this->blog = (logList*)malloc(sizeof(logList));
blog->logLine = "system start";
logTP = blog;
logSz = 1;
curLn = 1;
printf("0.%d %s\n",curLn,blog->logLine);
for(;;){
bluVent aVent = this->Input_PumpQueue();
//event based handling causes these to hit and get added to history to be dealt
//with later. Causes latency but humans are slow.
if(bluFrameFunc(aVent)) break;
if(bluRenderFunc) bluRenderFunc(aVent);
}
}
Example #2
0
void blu_impl::System_Start(){
for(;;){
if(bluFrameFunc()) break;
//if(bluRenderFunc) bluRenderFunc();
}
}