#include "screen_fade.hpp"
#include "timer.hpp"
#include "player_status.hpp"
+#include "video/renderer.hpp"
#include "random_generator.hpp"
// the engine will be run with a logical framerate of 64fps.
/** don't skip more than every 2nd frame */
static const int MAX_FRAME_SKIP = 2;
+float game_speed = 1.0f;
+
MainLoop* main_loop = NULL;
MainLoop::MainLoop()
this->speed = speed;
}
+float
+MainLoop::get_speed() const
+{
+ return speed;
+}
+
void
MainLoop::draw_fps(DrawingContext& context, float fps_fps)
{
MainLoop::process_events()
{
main_controller->update();
+ Uint8* keystate = SDL_GetKeyState(NULL);
SDL_Event event;
- while(SDL_PollEvent(&event)) {
- main_controller->process_event(event);
- if(Menu::current() != NULL)
- Menu::current()->event(event);
- if(event.type == SDL_QUIT)
- quit();
- else if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_F11) {
- config->use_fullscreen = !config->use_fullscreen;
- init_video();
- }
- else if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_PRINT) {
- take_screenshot();
+ while(SDL_PollEvent(&event))
+ {
+ main_controller->process_event(event);
+
+ if(Menu::current() != NULL)
+ Menu::current()->event(event);
+
+ switch(event.type)
+ {
+ case SDL_QUIT:
+ quit();
+ break;
+
+ case SDL_VIDEORESIZE:
+ Renderer::instance()->resize(event.resize.w, event.resize.h);
+ Menu::recalc_pos();
+ break;
+
+ case SDL_KEYDOWN:
+ if (event.key.keysym.sym == SDLK_F11)
+ {
+ config->use_fullscreen = !config->use_fullscreen;
+ init_video();
+ Menu::recalc_pos();
+ }
+ else if (event.key.keysym.sym == SDLK_PRINT ||
+ event.key.keysym.sym == SDLK_F12)
+ {
+ take_screenshot();
+ }
+ else if (event.key.keysym.sym == SDLK_F1 &&
+ (keystate[SDLK_LCTRL] || keystate[SDLK_RCTRL]) &&
+ keystate[SDLK_c])
+ {
+ Console::instance->toggle();
+ config->console_enabled = true;
+ config->save();
+ }
+ break;
+ }
}
- }
}
void
}
void
-MainLoop::run()
+MainLoop::run(DrawingContext &context)
{
- DrawingContext context;
-
Uint32 last_ticks = 0;
Uint32 elapsed_ticks = 0;
elapsed_ticks += ticks - last_ticks;
last_ticks = ticks;
- if (elapsed_ticks > TICKS_PER_FRAME*4) {
+ Uint32 ticks_per_frame = (Uint32) (TICKS_PER_FRAME * game_speed);
+
+ if (elapsed_ticks > ticks_per_frame*4) {
// when the game loads up or levels are switched the
- // elapsed_ticks grows extremly large, so we just ignore those
+ // elapsed_ticks grows extremely large, so we just ignore those
// large time jumps
elapsed_ticks = 0;
}
int frames = 0;
- if (elapsed_ticks > TICKS_PER_FRAME) {
- while(elapsed_ticks > TICKS_PER_FRAME && frames < MAX_FRAME_SKIP) {
- elapsed_ticks -= TICKS_PER_FRAME;
- float timestep = 1.0 / LOGICAL_FPS;
- real_time += timestep;
- timestep *= speed;
- game_time += timestep;
-
- process_events();
- update_gamelogic(timestep);
- frames += 1;
+ if (elapsed_ticks > ticks_per_frame)
+ {
+ while(elapsed_ticks > ticks_per_frame && frames < MAX_FRAME_SKIP)
+ {
+ elapsed_ticks -= ticks_per_frame;
+ float timestep = 1.0 / LOGICAL_FPS;
+ real_time += timestep;
+ timestep *= speed;
+ game_time += timestep;
+
+ process_events();
+ update_gamelogic(timestep);
+ frames += 1;
+ }
+
+ draw(context);
}
- draw(context);
- }
-
sound_manager->update();
SDL_Delay(0);