void Gui::dump() { glClear(GL_COLOR_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); init_picture(m_nibbler.getMap()); glEnd(); glFlush(); aff_score(0); SDL_GL_SwapBuffers(); handleEvents(); }
void Module::processEventQueue() { if (!isRunning()) return; replaceModule(); if (!isRunning()) return; handleEvents(); handleActions(); }
//Run void Framework::run() { unsigned int counter = 0; while (pRenderWindow->isOpen()) { counter += 1; //std::cout << "Main Loop: " << counter << std::endl; handleEvents(); update(); render(); } }
std::vector<AnswerCombo> Game::run() { m_questionTimer.restart(); while(m_stillPlaying && m_window->isOpen()) { handleEvents(); update(); render(); } return m_answers; }
void game::play ( ) { startUp (); while (m_gameaction != gameaction::Exit) { m_rw.clear (sf::Color::Green); prepareData (); prepareScreenElements (); draw (m_ses, m_rw); m_rw.display (); handleEvents (); } shutDown (); }
void Game::mainLoop() { m_bgMusic.play(); while (m_running) { dt = 1.f / 60.f; handleEvents(); update(); draw(); } SDL_Quit(); }
void StateBasedGame::run() { sf::Font font; font.loadFromFile("sansation.ttf"); sf::Text text; text.setFont(font); text.setCharacterSize(24); text.setColor(sf::Color::Cyan); sf::Clock dtimer; const float fps = 120; const float dt = 1 / fps; float accumulator = 0; while (window.isOpen()) { // Store the time elapsed since the last frame began const float currentTime = dtimer.restart().asSeconds(); accumulator += currentTime; // Avoid spiral of death and clamp dt, thus clamping // how many times the update can be called in // a single game loop. if(accumulator > 0.2f) { accumulator = 0.2f; } while(accumulator > dt) { update(window, dt); accumulator -= dt; } handleEvents(window); const float alpha = accumulator / dt; window.clear(); render(window, alpha); #ifdef DEBUG window.setView(window.getDefaultView()); text.setString(static_cast<std::ostringstream*>( &(std::ostringstream() << (1/currentTime) ) )->str()); window.draw(text); #endif //DEBUG window.display(); } }
int GameState::EventLoop() { while (run_) { moveItems(); renderItems(); SDL_Event e; while (SDL_PollEvent(&e)) { handleEvents(e); } SDL_Delay(50); } return retCause_; }
void EventManager::poll() { while (g_system->getEventManager()->pollEvent(_event)) { switch (_event.type) { case Common::EVENT_KEYDOWN: case Common::EVENT_KEYUP: // Handle keyboard events _vm->_keyboard->newKeyboard(_event); handleEvents(); break; case Common::EVENT_MOUSEMOVE: case Common::EVENT_LBUTTONDOWN: case Common::EVENT_LBUTTONUP: case Common::EVENT_RBUTTONDOWN: case Common::EVENT_RBUTTONUP: // Handle mouse events _vm->_mouse->newMouse(_event); handleEvents(); break; default: break; } } }
void ApplicationContext::update() { if (_app_state == ApplicationLifeState::RUNNABLE) { _app_state = ApplicationLifeState::RUNNING; handleEvents(); handleTimers(); if (_app_state == ApplicationLifeState::RUNNING) onUpdate(); if (_app_state == ApplicationLifeState::RUNNING) _app_state = ApplicationLifeState::RUNNABLE; _last_update_time = System::getInstance()->getTime(); } }
void Level::DoLevel() { Application &App = Application::GetInstance(); m_exit = false; m_bg_music.Play(); Start(); while(!m_exit) { handleEvents(App); Draw(App); nextFrame(); } }
void test_c64_vice_get_registers(void**) { CPUState state; PDWriter* writer = s_session->currentWriter; PDWrite_eventBegin(writer, PDEventType_getRegisters); PDWrite_eventEnd(writer); PDBinaryWriter_finalize(writer); Session_update(s_session); assert_true(handleEvents(&state, s_session)); assert_true(state.pc >= 0x80e && state.pc <= 0x81a); }
void Module::processEventQueue() { if (!isRunning()) return; replaceModule(); enterArea(); if (!isRunning()) return; handleEvents(); handleActions(); _ingameGUI->updatePartyMember(0, *_pc); }
void frame() { float frame_time = m_frame_timer->tick(); m_engine->update(*m_universe); m_pipeline->render(); auto* renderer = m_engine->getPluginManager().getPlugin("renderer"); static_cast<Lumix::Renderer*>(renderer)->frame(); m_engine->getFileSystem().updateAsyncTransactions(); if (frame_time < 1 / 60.0f) { PROFILE_BLOCK("sleep"); Lumix::MT::sleep(Lumix::uint32(1000 / 60.0f - frame_time * 1000)); } handleEvents(); }
void wsGameLoop::updateGameState() { wsAssert(_mInitialized, "The object wsGame must be initialized via the startUp() method before use."); wsSounds.updateStreams(); game->onLoop(); handleInputs(); // Update physics game->getCurrentScene()->updatePhysics(frameDuration); handleEvents(); if (quit) { return; } game->getCurrentScene()->updateAnimations(frameDuration); wsMem.swapFrames(); // Swap the current memory buffer on the frame stack }
int Button(void) /* Function Button returns: 1 if any mouse button is pressed, 0 if no button is pressed */ { if (isgraphic) { handleEvents(); // if(XQueryPointer(display,win, // &win_root,&win_child,&root_x,&root_y,&win_x,&win_y,&bttn_mask)) // return (bttn_mask); return buttonState; } return 0; }
void MapView::run() { // Render graphics once at the beginning update(); isRunning = true; SDL_Event event; while (isRunning) { while (SDL_PollEvent(&event)) { handleEvents(event); } } }
void Game::gameLoop() { running = true; const sf::Time dt = sf::seconds(1.f / ticksPerSecond); sf::Time lastTime = gameTime.getElapsedTime(); sf::Time lag = sf::seconds(0); #ifdef DEBUG const float FRAMES_TO_TIME = 60.f; sf::Clock framesClock; unsigned int frameCounter = 0; #endif while(running) { sf::Time newTime = gameTime.getElapsedTime(); sf::Time frameTime = newTime - lastTime; lastTime = newTime; lag += frameTime; while(lag >= dt) { handleEvents(); update(dt); lag -= dt; } draw(); #ifdef DEBUG // frames per second measurement frameCounter++; if(frameCounter >= FRAMES_TO_TIME) { fps.setString(std::to_string(FRAMES_TO_TIME / framesClock.restart().asSeconds()).substr(0, 8)); frameCounter = 0; } #endif // make state changes last, since they affect everything else manageStates(); } }
// Set the label text void ModalProgressDialog::setTextAndFraction(const std::string& text, double fraction) { // If the aborted flag is set, throw an exception here if (_aborted) { throw OperationAbortedException("Operation cancelled by user"); } // Set the text gtk_label_set_markup(GTK_LABEL(_label), text.c_str()); // Pulse the progress bar gtk_progress_bar_set_fraction(GTK_PROGRESS_BAR(_progressBar), fraction); // Handle GTK events to make changes visible handleEvents(); }
Program4() { getWindowContext(); state.currentRes[0] = RESOLUTION; state.currentRes[1] = RESOLUTION; render.init(state); resize(window->getSize().x, window->getSize().y); previousPos = glm::vec2(0); buttonDown[0]=false; buttonDown[1]=false; buttonDown[2]=false; sf::Clock c; float lastFrame = c.restart().asSeconds(); float lastPrint = lastFrame; float targetFrameTime = 1.0f/(float)TARGET_FPS; while (state.isRunning()) { window->setActive(); float currentTime = c.getElapsedTime().asSeconds(); float sinceLastFrame = currentTime - lastFrame; float sleepTime = targetFrameTime - sinceLastFrame; if(sleepTime > 0) sf::sleep(sf::seconds(sleepTime)); currentTime = c.getElapsedTime().asSeconds(); lastFrame = currentTime; float sinceLastPrint = currentTime - lastPrint; handleEvents(state, render); state.timeStep(currentTime); if(sinceLastPrint > PRINT_FPS_INTERVAL) { lastPrint = currentTime; state.printFPS(); } render.display(state); window->display(); if(state.getIncreaseVelocity()) state.toggleIncreaseVelocity(); } }
void MenuSystem::update() { if (_currMenuID != _newMenuID) { _currMenuID = _newMenuID; //debug("_currMenuID = %d", _currMenuID); initMenu(_currMenuID); } handleEvents(); if (_needRedraw) { //_vm->_system->copyRectToScreen(_vm->_screen->_frontScreen + 39 * 640 + 60, 640, 60, 39, 520, 247); _vm->_system->copyRectToScreen(_vm->_screen->_frontScreen, 640, 0, _top, 640, 400 - _top); _needRedraw = false; } _vm->_system->delayMillis(5); }
void Application::run() { while(m_window.isOpen()) { handleEvents(); m_clock.updateGame([&] { m_stateStack.top()->update(); }); m_clock.drawGame([&] { m_window.clear(); m_stateStack.top()->draw(); m_window.update(); }); } }
// Set the label text void ModalProgressDialog::setText(const std::string& text) { // If the aborted flag is set, throw an exception here if (_aborted) { throw OperationAbortedException(_("Operation cancelled by user")); } // Set the text _label->set_markup(text); // Pulse the progress bar _progressBar->pulse(); // Handle GTK events to make changes visible handleEvents(); }
int Application::run() { // run the program as long as the m_window is open while (m_window.isOpen()) { // handle events handleEvents(); // update everything update(); // draw everything draw(); } return 0; }
int main(int argc, char ** argv) { // tests tests(); // initialize stuff init(); // create landmarks if(argc>1) loadLandmarks(std::string(argv[1])); else loadLandmarks("assets/landmarks.txt"); // prepare variables for the main loop current_pose.x = 0; current_pose.y = 0; current_pose.theta = 0; last_captured_pose = current_pose; fake_current_pose = current_pose; fake_last_captured_pose = current_pose; double sleep_time = 0; // used for waiting next step sf::Clock clock; clock.Reset(); float next_step_time = clock.GetElapsedTime(); int loop = 0; while(true){ loop = 0; while((clock.GetElapsedTime() > next_step_time) && (loop < MAX_FRAMESKIP)){ next_step_time += SKIP_TICKS; handleEvents(); update(); loop++; sleep_time = next_step_time - clock.GetElapsedTime(); if(sleep_time > 0){ usleep(sleep_time*1000); } } draw(); } return 0; }
int SDLGLMain::run() { while (!m_quit) { SDL_Event event; while (SDL_PollEvent( &event) ) { handleEvents(event); } draw(); SDL_Delay(10); } return 0; }
int Game::exec() { try{ init(); while(!m_end){ handleEvents(); update(); render(); } }catch(std::exception& e){ std::cerr << "FATAL ERROR : " << e.what() << std::endl; cleanUp(); } cleanUp(); return 0; }
GLBox() { App = new sf::Window(sf::VideoMode(RESOLUTION, RESOLUTION, 32), "Spherio"); cameraLookMode = false; lastPos[0] = -1; lastPos[1] = -1; cameraTheta = tiltX = tiltZ = 0; cameraPhi = 50; gfxinit(); double a[] = {20, 0, -20}; double b[] = {20, 10, -20}; double block1Color[3] = {1, 0, 0}; double block1Center[3] = {2, 0, 0}; level[0] = Block(block1Color, block1Center, 4, 1, 4, 0, 0); double ballColor[3] = {0,1,1}; double ballCenter[3] = {0,1,0}; ball = Sphere(ballColor,ballCenter,0.1); //double block2Color[3] = {0, 0, 1}; //double block2Center[3] = {2, 0, -5}; //level[1] = Block(block2Color, block2Center, 1, 1, 1, 0, 45); /*level[2] = Block(0, 0, -200, 0, 10, -200, 2); level[3] = Block(0, -10, -20, 0, 10, -20, 2); level[4] = Block(-10, 0, -20, 10, 0, -2, 2); */ //level[0].toString(); while (App->IsOpened()) { App->SetActive(); handleEvents(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); updateModelviewMatrix(); for (int i = 0; i < 1; ++i) { level[i].display(); } ball.display(); App->Display(); } }
void kajiya2D::runKajiya2D() { while (inputHandlerThread_->globalflags_.Running) { handleEvents(); if(inputHandlerThread_->globalflags_.displaySpritesLibrary) { displaySpritesLibrary(); } else { displayLevel(); } appWindow_->Display(); appWindow_->Clear(); } }
int main(void) { initIO(); initTimer0(); initA2D(); initUART(); initLCD(); sei(); while(1) { handleEvents(); } return 0; }