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4.27 kB
| 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); | |
| Graphics::CheckErrors(); | |
| Graphics::CheckState(); | |
| } | |
| 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; | |
| } | |
| } | |