/* * Just in case the initial loading takes a while on the target machine. The rest of the loading a pretty quick by comparison. */ static void showLoadingStep(float step, float maxSteps) { SDL_Rect r; prepareScene(); r.w = SCREEN_WIDTH - 400; r.h = 14; r.x = (SCREEN_WIDTH / 2) - r.w / 2; r.y = (SCREEN_HEIGHT / 2) - r.h / 2; SDL_SetRenderDrawColor(app.renderer, 128, 128, 128, 255); SDL_RenderDrawRect(app.renderer, &r); r.w *= (step / maxSteps); r.x += 2; r.y += 2; r.w -= 4; r.h -= 4; SDL_SetRenderDrawColor(app.renderer, 128, 196, 255, 255); SDL_RenderFillRect(app.renderer, &r); presentScene(); SDL_Delay(1); }
void startSectionTransition(void) { transitionStartTime = SDL_GetTicks(); prepareScene(); presentScene(); expireTexts(); }
int main(int argc, char *argv[]) { float td; long then, lastFrameTime, frames; long expireTextTimer; SDL_Event event; memset(&app, 0, sizeof(App)); memset(&dev, 0, sizeof(Dev)); handleLoggingArgs(argc, argv); atexit(cleanup); srand(time(NULL)); init18N(argc, argv); initLookups(); initSDL(); initGameSystem(); createScreenshotFolder(); if (fileExists(getSaveFilePath(SAVE_FILENAME))) { loadGame(); } handleMissionArgs(argc, argv); dev.fps = frames = td = 0; then = SDL_GetTicks(); lastFrameTime = SDL_GetTicks() + 1000; expireTextTimer = SDL_GetTicks() + (1000 * 10); while (1) { td += (SDL_GetTicks() - then); then = SDL_GetTicks(); while (SDL_PollEvent(&event)) { switch (event.type) { case SDL_MOUSEMOTION: doMouseMotion(&event.motion); break; case SDL_MOUSEWHEEL: doMouseWheel(&event.wheel); break; case SDL_MOUSEBUTTONDOWN: doMouseDown(&event.button); break; case SDL_MOUSEBUTTONUP: doMouseUp(&event.button); break; case SDL_KEYDOWN: doKeyDown(&event.key); break; case SDL_KEYUP: doKeyUp(&event.key); break; case SDL_QUIT: exit(0); break; } } if (app.modalDialog.type != MD_NONE) { doModalDialog(); } while (td >= LOGIC_RATE) { /* let the delegate decide during logic() */ app.doTrophyAlerts = 0; app.delegate.logic(); td -= LOGIC_RATE; if (app.doTrophyAlerts) { doTrophyAlerts(); } if (app.resetTimeDelta) { td = 0; then = SDL_GetTicks(); app.resetTimeDelta = 0; } game.stats[STAT_TIME]++; } prepareScene(); app.delegate.draw(); if (app.doTrophyAlerts) { drawTrophyAlert(); } if (app.modalDialog.type != MD_NONE) { drawModalDialog(); } presentScene(); doDevKeys(); frames++; if (SDL_GetTicks() > lastFrameTime) { dev.fps = frames; frames = 0; lastFrameTime = SDL_GetTicks() + 1000; if (dev.takeScreenshots) { saveScreenshot(); } } if (isControl(CONTROL_SCREENSHOT)) { saveScreenshot(); clearControl(CONTROL_SCREENSHOT); } if (SDL_GetTicks() > expireTextTimer) { expireTexts(0); expireTextTimer = SDL_GetTicks() + (1000 * 10); } /* don't save more than once per request, and not in the middle of battle */ if (app.saveGame && battle.status != MS_IN_PROGRESS) { saveGame(); app.saveGame = 0; } /* always zero the mouse motion */ app.mouse.dx = app.mouse.dy = 0; SDL_Delay(1); } return 0; }