Example #1
0
File: demo.cpp Project: 3da/Grapher
void runMe()
{
	SDL_Event	event;
	//uint		last = SDL_GetTicks();
	//float		frames = 0, tenths = 0;

	while (running)
	{
		/*frames++;
		if (SDL_GetTicks() - last > 10)
		{
			char	buff[128];
			rotation += 1;
			last = SDL_GetTicks();
			tenths++;
			float seconds = tenths/100.0f;
			sprintf(buff, "%i fps for %i seconds and %i frames",
				(int)(frames/seconds), (int)seconds,
				(int)frames);
			fps->setText(buff);
		}*/
		tickBSGUI();
		while (SDL_PollEvent(&event))
		{
			if (!handleSDLEvent(&event))
				switch (event.type)
				{
					case SDL_QUIT:
						running = false;
					break;
				}
		}
		render();
	}
}
Example #2
0
void App::loop()
{
	looping = true;
	while(looping)
	{
		float frameStartTime = SDL_GetTicks() / 1000.f;

		//// Handle events
		//controllers::startFrame();
		SDL_Event sdlEvent;
		while(SDL_PollEvent(&sdlEvent))
		{
			handleSDLEvent(sdlEvent);
		}
		//for(int i = 0; i < controllers::getNumControllers(); i++)
		//{
		//	std::vector<std::pair<int, float>> controllerAxisEvents = controllers::getAxesChangedSinceLastFrame(i);
		//	for(auto controllerAxisEvent : controllerAxisEvents)
		//	{
		//		ControllerAxisEvent event{Ptr<Window>()};
		//		event.controller = i;
		//		event.axis = controllerAxisEvent.first;
		//		event.value = controllerAxisEvent.second;
		//		handleEvent(event);
		//	}
		//}

		// Update
		float dt = 1.f / targetFrameRate;
		for(auto & window : windows)
		{
			window->update(dt);
		}
		for(auto & scene : scenes)
		{
			scene->update(dt);
		}

		// PreRender Update
		for(auto & window : windows)
		{
			window->preRenderUpdate();
		}
		for(auto scene : scenes)
		{
			scene->preRenderUpdate();
		}

		// Render (Scene render happens in each Viewport)
		for(auto const & window : windows)
		{
			window->render(glContext);
		}

		// FIX THIS: Introduce better loop timing
		float delayTime = (1.f / targetFrameRate) - (SDL_GetTicks() / 1000.f - frameStartTime);
		if(delayTime > 0)
		{
			SDL_Delay((unsigned int)(delayTime * 1000));
		}
	}
}
Example #3
0
int main(int argc,char** argv) {
  rfbClient* cl;
  int i, j;
  SDL_Event e;

  for (i = 1, j = 1; i < argc; i++)
    if (!strcmp(argv[i], "-viewonly"))
      viewOnly = 1;
    else if (!strcmp(argv[i], "-listen")) {
      listenLoop = 1;
      argv[i] = const_cast<char*>("-listennofork");
      ++j;
    }
    else if (!strcmp(argv[i], "-joystick")) {
      drcInputFeeder = TRUE;
    }
    else {
      if (i != j)
        argv[j] = argv[i];
      j++;
    }
  argc = j;

  Init_DRC();
  drc::InputData drc_input_data;

  if (drcInputFeeder) {
    printf("Started in Joystick mode, toggle Mouse mode with POWER button\n");
    g_streamer->EnableSystemInputFeeder();
    drcJoystickMode = 1;
  } else {
    printf("Started in Mouse-only mode\n");
    drcJoystickMode = 0;
  }

  SDL_Init(SDL_INIT_VIDEO);
  SDL_StartTextInput();

  atexit(SDL_Quit);
  signal(SIGINT, exit);

  do {
    /* 16-bit: cl=rfbGetClient(5,3,2); */
    cl=rfbGetClient(8,3,4);

    SDL_PixelFormat *fmt = SDL_AllocFormat(SDL_PIXELFORMAT_ARGB8888);
    cl->format.bitsPerPixel = fmt->BitsPerPixel;
    cl->format.redShift     = fmt->Rshift;
    cl->format.greenShift   = fmt->Gshift;
    cl->format.blueShift    = fmt->Bshift;
    cl->format.redMax       = fmt->Rmask>>cl->format.redShift;
    cl->format.greenMax     = fmt->Gmask>>cl->format.greenShift;
    cl->format.blueMax      = fmt->Bmask>>cl->format.blueShift;

    cl->MallocFrameBuffer=resize;
    cl->canHandleNewFBSize = TRUE;
    cl->GotFrameBufferUpdate=update;
    cl->HandleKeyboardLedState=kbd_leds;
    cl->listenPort = LISTEN_PORT_OFFSET;
    cl->listen6Port = LISTEN_PORT_OFFSET;

    if(!rfbInitClient(cl,&argc,argv)) {
      cl = NULL; /* rfbInitClient has already freed the client struct */
      cleanup(cl);
      break;
    }

    while(1) {
      g_streamer->PollInput(&drc_input_data);
      if (drc_input_data.valid) {
        Process_DRC_Input(cl, drc_input_data);
      }
      if(SDL_PollEvent(&e)) {
      /*
        handleSDLEvent() return 0 if user requested window close.
        In this case, handleSDLEvent() will have called cleanup().
      */
        if(!handleSDLEvent(cl, &e))
          break;
      } else {
        i=WaitForMessage(cl,500);
        if(i<0) {
          cleanup(cl);
          break;
        }
        if(i) {
          if(!HandleRFBServerMessage(cl)) {
            cleanup(cl);
            break;
          }
        }
      }

      if (vncUpdate) {
        SDL_UpdateTexture(sdlTexture, NULL, cl->frameBuffer, drc::kScreenWidth * 4);
        SDL_RenderCopy(sdlRenderer, sdlTexture, NULL, NULL);
        SDL_RenderPresent(sdlRenderer);
        Push_DRC_Frame(cl);
        vncUpdate = FALSE;
      }
    }
  } while(listenLoop);

  return 0;
}