void on_mainwindow_lose_focus(GtkWidget* widget, gpointer user_data) { mainWindowHasFocus = 0; PauseAudio(1); while(!mainWindowHasFocus) // stop gameplay by looping until the window regains focus. { // Keep running GTK+ so that it can report when the window regains // focus. while(gtk_events_pending()) gtk_main_iteration_do(FALSE); } // Window is focused again; resume gameplay. PauseAudio(0); }
void on_pause_activate(GtkMenuItem* menuitem, gpointer user_data) { paused = !paused; if(paused) { PauseAudio(1); while(paused) // stop gameplay by looping until unpaused { // Keep running GTK+ so that the application doesn't lock up. while(gtk_events_pending()) gtk_main_iteration_do(FALSE); } // Unpaused; resume gameplay. PauseAudio(0); } }
// int main(int argc, char* argv[]) int GameMain() { // assert(argc || argv[0]); // Fixes the compiler complaining about unused values; GameState* game_state = CreateNewGameState("EnGen", 1600, 900); Renderer* renderer = game_state->renderer; game_state->active_scene = PushScene(&game_state->permanent_memory, MAX_GAME_ENTITES); TileMap* tilemap = game_state->active_scene->tilemap; for (int32 i = 0; i < 10; ++i) { Vec2 pos = { (float)i, 2.f }; AddTileToMap(tilemap, pos); } for (int32 i = 0; i < 10; ++i) { Vec2 pos = { 0, (float)i }; AddTileToMap(tilemap, pos); } for (int32 i = 0; i < 10; ++i) { Vec2 pos = { 10.f, (float)i }; AddTileToMap(tilemap, pos); } UIWindow* ui = PushStruct(&game_state->permanent_memory, UIWindow); SetTitle(ui, "Editor UI!"); SetSize(ui, { 0.1f, 0.3f, 0.2f, 0.2f }, 0.05f); UIWindow* ui2 = PushStruct(&game_state->permanent_memory, UIWindow); SetTitle(ui2, "Editor UI2!"); SetSize(ui2, { 0.2f, 0.3f, 0.2f, 0.2f }, 0.05f); InitializeDebugConsole(); #if 0 InitializeAudio(); char* test_sound_file = "C:\\projects\\imperial_march.wav"; bool test_sound_loaded = LoadWavFile(test_sound_file); if(test_sound_loaded) { printf("Loaded File\n"); } PauseAudio(false); #endif Camera default_camera = {}; // maybe put this in game_state? default_camera.position = vec2(0, 0); default_camera.viewport_size.x = 16; default_camera.viewport_size.y = 9; uint32 frame_count = 0; uint32 fps = 0; double last_fps_time = 0; bool running = true; while (running) { ProfileBeginFrame(); ProfileBeginSection(Profile_Frame); ProfileBeginSection(Profile_Input); Platform_RunMessageLoop(game_state->input); Camera* draw_camera = game_state->active_camera ? game_state->active_camera : &default_camera; game_state->window.resolution = Platform_GetResolution(); UpdateMouseWorldPosition(game_state->input, game_state->window.resolution, draw_camera->viewport_size, draw_camera->position); ProfileEndSection(Profile_Input); Vec2i mouse_pos = MousePosition(game_state->input); //DebugPrintf("Mouse World Position: (%.2f, %.2f)", mouse_pos.x, mouse_pos.y); DebugPrintf("Mouse World Position: (%d, %d)", mouse_pos.x, mouse_pos.y); DebugPrintf("Main Camera Position: (%.2f, %.2f)", default_camera.position.x, default_camera.position.y); DebugPrintf("Key Pressed: %s", IsDown(game_state->input, KeyCode_a) ? "TRUE" : "FALSE"); if (OnDown(game_state->input, KeyCode_ESCAPE)) { running = false; break; } #if 0 // TODO: Platform layer if (OnDown(game_state->input, KeyCode_z)) { ForceColorClear(); SwapBuffer(game_state); //WindowSetScreenMode(&game_state->window, ScreenMode_Windowed); } else if (OnDown(game_state->input, KeyCode_c)) { ForceColorClear(); SwapBuffer(game_state); //WindowSetScreenMode(&game_state->window, ScreenMode_Borderless); } #endif static bool draw_debug = true; if (OnDown(game_state->input, KeyCode_BACKQUOTE)) { draw_debug = !draw_debug; } Renderer* debug_renderer = draw_debug ? renderer : 0; TimeBeginFrame(game_state); // Update the scene first, pushing draw calls if necessary. // Then call begin_frame which builds matrices and clears buffers; float current_time = CurrentTime(game_state); if (current_time - last_fps_time > 1.0f) { last_fps_time = current_time; fps = frame_count; frame_count = 0; } frame_count++; DebugPrintf("FPS: \t\t%d \tFrames: \t%d", fps, FrameCount(game_state)); DebugControlCamera(game_state, &default_camera); // TODO(cgenova): separate update and render calls so that things can be set up when rendering begins; BeginFrame(renderer, &game_state->window); ProfileBeginSection(Profile_SceneUpdate); DebugPrintPushColor(vec4(1.0f, 0, 0, 1.0f)); DebugPrintf("Active scene entity usage: (%d / %d)", game_state->active_scene->active_entities, MAX_GAME_ENTITES); DebugPrintPopColor(); UpdateSceneEntities(game_state, game_state->active_scene); DrawSceneEntities(game_state->active_scene, renderer); ProfileEndSection(Profile_SceneUpdate); #if 1 // Spaghetti test const size_t num_verts = 200; static SimpleVertex v[num_verts]; static bool initialized = false; if (!initialized) { initialized = true; for (uint32 i = 0; i < num_verts; ++i) { SimpleVertex verts = {}; verts.position = vec2((float)(i / 50.f) - 2.f, (float)i); verts.color = vec4(1, 1, 0, 1.f); v[i] = verts; } } else { for (uint32 i = 0; i < num_verts; ++i) { v[i].position.y = sin(CurrentTime(game_state) + i / (PI * 20)); } } PrimitiveDrawParams spaghetti_params = {}; spaghetti_params.line_draw_flags |= PrimitiveDraw_Smooth; // spaghetti_params.line_draw_flags |= Draw_ScreenSpace; spaghetti_params.line_width = 0; DrawLine(renderer, v, num_verts, spaghetti_params); #endif DrawTileMap(game_state, game_state->active_scene->tilemap); UpdateUIWindow(game_state, ui); UpdateUIWindow(game_state, ui2); RenderDrawBuffer(renderer, draw_camera); ProfileEndSection(Profile_Frame); ProfileEndFrame(debug_renderer, TARGET_FPS); DebugDrawConsole(debug_renderer); // NOTE: // For drawing Debug info, the profiling in this section will be discarded, // but it is only drawing text and the debug graph. RenderDrawBuffer(renderer, draw_camera); SwapBuffer(game_state); // TODO(cgenova): High granularity sleep function! ResetArena(&game_state->temporary_memory); }// End main loop return 1; }
_Use_decl_annotations_ VOID OnIoDeviceControl( WDFQUEUE Queue, WDFREQUEST Request, size_t OutputBufferLength, size_t InputBufferLength, ULONG IoControlCode ) /*++ Routine Description: This event handled device control calls. Arguments: Queue - Handle of the queue object associated with the request Request - Handle of the request object OutputBufferLength - length of the request's output buffer InputBufferLength - length of the request's input buffer IoControlCode - the driver-defined or system-defined I/O control code Return Value: None --*/ { UNREFERENCED_PARAMETER(OutputBufferLength); UNREFERENCED_PARAMETER(InputBufferLength); WDFDEVICE device; PDEVICE_CONTEXT deviceContext; NTSTATUS status = STATUS_SUCCESS; device = WdfIoQueueGetDevice(Queue); deviceContext = GetContext(device); // // Validate the IO code and exexute on it. // switch (IoControlCode) { case IOCTL_BCM_PWM_SET_CLOCKCONFIG: status = ValidateAndSetClockConfig(device, Request); break; case IOCTL_BCM_PWM_GET_CLOCKCONFIG: status = GetClockConfig(device, Request); break; case IOCTL_BCM_PWM_SET_CHANNELCONFIG: status = ValidateAndSetChannelConfig(device, Request); break; case IOCTL_BCM_PWM_GET_CHANNELCONFIG: status = GetChannelConfig(device, Request); break; case IOCTL_BCM_PWM_SET_DUTY_REGISTER: status = ValidateAndSetDutyRegister(device, Request); break; case IOCTL_BCM_PWM_GET_DUTY_REGISTER: status = GetDutyRegister(device, Request); break; case IOCTL_BCM_PWM_START: status = ValidateAndStartChannel(device, Request); break; case IOCTL_BCM_PWM_STOP: status = ValidateAndStopChannel(device, Request); break; case IOCTL_BCM_PWM_AQUIRE_AUDIO: status = AquireAudio(device); break; case IOCTL_BCM_PWM_RELEASE_AUDIO: status = ReleaseAudio(device); break; case IOCTL_BCM_PWM_INITIALIZE_AUDIO: status = InitializeAudio(device, Request); break; case IOCTL_BCM_PWM_REGISTER_AUDIO_NOTIFICATION: status = RegisterAudioNotification(device, Request); break; case IOCTL_BCM_PWM_UNREGISTER_AUDIO_NOTIFICATION: status = UnregisterAudioNotification(device, Request); break; case IOCTL_BCM_PWM_START_AUDIO: status = StartAudio(device); break; case IOCTL_BCM_PWM_PAUSE_AUDIO: status = PauseAudio(device); break; case IOCTL_BCM_PWM_RESUME_AUDIO: status = ResumeAudio(device); break; case IOCTL_BCM_PWM_STOP_AUDIO: status = StopAudio(device); break; default: status = STATUS_INVALID_DEVICE_REQUEST; TraceEvents(TRACE_LEVEL_ERROR, TRACE_IOCTL, "Unexpected IO code in request. Request: 0x%08x, Code: 0x%08x", (ULONG)Request, IoControlCode); break; } WdfRequestComplete(Request, status); }
void FAppEventManager::Tick() { while (!Queue.IsEmpty()) { bool bDestroyWindow = false; FAppEventData Event = DequeueAppEvent(); switch (Event.State) { case APP_EVENT_STATE_WINDOW_CREATED: check(FirstInitialized); bCreateWindow = true; PendingWindow = (ANativeWindow*)Event.Data; break; case APP_EVENT_STATE_WINDOW_RESIZED: bWindowChanged = true; break; case APP_EVENT_STATE_WINDOW_CHANGED: bWindowChanged = true; break; case APP_EVENT_STATE_SAVE_STATE: bSaveState = true; //todo android: handle save state. break; case APP_EVENT_STATE_WINDOW_DESTROYED: if (GEngine->HMDDevice.IsValid() && GEngine->HMDDevice->IsHMDConnected()) { // delay the destruction until after the renderer teardown on GearVR bDestroyWindow = true; } else { FAndroidAppEntry::DestroyWindow(); FPlatformMisc::SetHardwareWindow(NULL); } bHaveWindow = false; break; case APP_EVENT_STATE_ON_START: //doing nothing here break; case APP_EVENT_STATE_ON_DESTROY: FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); GIsRequestingExit = true; //destroy immediately. Game will shutdown. break; case APP_EVENT_STATE_ON_STOP: bHaveGame = false; break; case APP_EVENT_STATE_ON_PAUSE: bHaveGame = false; break; case APP_EVENT_STATE_ON_RESUME: bHaveGame = true; break; // window focus events that follow their own heirarchy, and might or might not respect App main events heirarchy case APP_EVENT_STATE_WINDOW_GAINED_FOCUS: bWindowInFocus = true; break; case APP_EVENT_STATE_WINDOW_LOST_FOCUS: bWindowInFocus = false; break; default: UE_LOG(LogAndroidEvents, Display, TEXT("Application Event : %u not handled. "), Event.State); } if (bCreateWindow) { // wait until activity is in focus. if (bWindowInFocus) { ExecWindowCreated(); bCreateWindow = false; bHaveWindow = true; } } if (bWindowChanged) { // wait until window is valid and created. if(FPlatformMisc::GetHardwareWindow() != NULL) { if(GEngine && GEngine->GameViewport && GEngine->GameViewport->ViewportFrame) { ExecWindowChanged(); bWindowChanged = false; bHaveWindow = true; } } } if (!bRunning && bHaveWindow && bHaveGame) { ResumeRendering(); ResumeAudio(); // broadcast events after the rendering thread has resumed FCoreDelegates::ApplicationHasEnteredForegroundDelegate.Broadcast(); FCoreDelegates::ApplicationHasReactivatedDelegate.Broadcast(); bRunning = true; } else if (bRunning && (!bHaveWindow || !bHaveGame)) { // broadcast events before rendering thred suspends FCoreDelegates::ApplicationWillDeactivateDelegate.Broadcast(); FCoreDelegates::ApplicationWillEnterBackgroundDelegate.Broadcast(); PauseRendering(); PauseAudio(); bRunning = false; } if (bDestroyWindow) { FAndroidAppEntry::DestroyWindow(); FPlatformMisc::SetHardwareWindow(NULL); bDestroyWindow = false; } } if (!bRunning && FirstInitialized) { EventHandlerEvent->Wait(); } }