File size: 4,269 Bytes
4559903 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 | #include "Volt/Game/Game.h"
#include <Python.h>
#include <SDL/SDL.h>
#include "Volt/Assets/AssetManager.h"
#include "Volt/Assets/DataSource.h"
#include "Volt/Assets/SoundManager.h"
#include "Volt/Graphics/Graphics.h"
#include "Volt/Graphics/SDLWindow.h"
#include "Volt/Game/KeyBindings.h"
#include "Volt/Game/PhysicsManager.h"
#include "Volt/Game/Scene.h"
#include "Volt/Game/AppTime.h"
#include "Volt/Python/Python.h"
#define MIN_DELTA_TIME (1.0f / 60.0f)
#define MAX_DELTA_TIME (1.0f / 30.0f)
namespace Volt {
Game* Game::instance = NULL;
Game::Game (const string& name, const DataSource* source, int w, int h,
bool fullscreen)
: m_name(name),
m_willQuit(false),
m_ticksPerFrame(0),
m_lastTick(0),
m_window(NULL),
m_currentScene(NULL),
m_switchToScene(NULL),
m_assetManager(NULL),
m_soundManager(NULL),
m_physicsManager(NULL),
m_bindings(NULL),
m_appTime(NULL),
m_frameNumber(0) {
Random::Seed();
m_appTime = new AppTime;
AppTime::Register(m_appTime);
m_window = new SDLWindow(this, name, w, h, fullscreen);
Viewport::Register(m_window);
m_graphics = new Graphics(m_window);
m_graphics->Set2D(w, h);
m_graphics->Init();
m_assetManager = new AssetManager(source);
AssetManager::Register(m_assetManager);
m_soundManager = new SoundManager;
SoundManager::Register(m_soundManager);
m_physicsManager = new PhysicsManager;
m_physicsManager->m_game = this;
PhysicsManager::Register(m_physicsManager);
m_bindings = new KeyBindings();
KeyBindings::Register(m_bindings);
Game::Register(this);
#if DEBUG
Graphics::CheckErrors();
Graphics::CheckState();
#endif
}
Game::~Game () {
LOG(INFO) << "Closing game...";
if (m_currentScene != NULL) {
m_currentScene->OnEnd();
delete m_currentScene;
}
delete m_bindings;
delete m_assetManager;
delete m_soundManager;
delete m_window;
delete m_appTime;
}
void Game::Run () {
LOG(INFO) << "Starting game...";
m_time.Start();
m_lastTick = m_time.GetMilliseconds();
while (true) {
if (m_willQuit)
break;
long tick = m_time.GetMilliseconds();
long delta = tick - m_lastTick;
if (delta < MIN_DELTA_TIME * 1000) {
long sleepTicks = (int)(MIN_DELTA_TIME * 1000) - delta;
Py_BEGIN_ALLOW_THREADS
SleepMicroseconds(sleepTicks * 1000);
Py_END_ALLOW_THREADS
tick = m_time.GetMilliseconds();
delta = tick - m_lastTick;
}
float seconds = (tick - m_lastTick) * 0.001f;
m_ticksPerFrame = m_ticksPerFrame * 0.95f + delta * 0.05f;
m_appTime->SetDt(MIN(seconds, MAX_DELTA_TIME));
m_frameNumber++;
m_window->UpdateInput();
m_soundManager->Update();
Py_BEGIN_ALLOW_THREADS
SleepMicroseconds(1000);
Py_END_ALLOW_THREADS
m_physicsManager->Update();
if (m_currentScene != NULL) {
m_currentScene->Update();
m_currentScene->Render();
}
// Swap scenes.
if (m_switchToScene != NULL) {
Scene* oldScene = m_currentScene;
oldScene->OnEnd();
oldScene->m_game = NULL;
m_currentScene = m_switchToScene;
m_switchToScene = NULL;
m_currentScene->m_game = this;
m_currentScene->OnBegin();
}
m_lastTick = tick;
}
m_window->Close();
}
void Game::SetScene (Scene* scene) {
if (m_currentScene != NULL) {
m_switchToScene = scene;
} else {
m_currentScene = scene;
m_currentScene->m_game = this;
m_currentScene->OnBegin();
}
}
void Game::OnKeyEvent (SDL_KeyboardEvent event) {
if (m_currentScene != NULL)
m_currentScene->OnKeyEvent(event);
}
void Game::OnMouseButtonEvent (SDL_MouseButtonEvent event) {
if (m_currentScene != NULL)
m_currentScene->OnMouseButtonEvent(event);
}
void Game::OnMouseMoveEvent (SDL_MouseMotionEvent event) {
if (m_currentScene != NULL)
m_currentScene->OnMouseMoveEvent(event);
}
void Game::Quit () {
m_willQuit = true;
}
}
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