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#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;
}
}