#303: Typo fixes from mathnerd314
[supertux.git] / src / mainloop.cpp
index 0a2daeb..978d6bf 100644 (file)
@@ -35,6 +35,7 @@
 #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.
@@ -46,6 +47,8 @@ static const Uint32 TICKS_PER_FRAME = (Uint32) (1000.0 / LOGICAL_FPS);
 /** 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()
@@ -109,6 +112,12 @@ MainLoop::set_speed(float speed)
   this->speed = speed;
 }
 
+float
+MainLoop::get_speed() const
+{
+  return speed;
+}
+
 void
 MainLoop::draw_fps(DrawingContext& context, float fps_fps)
 {
@@ -171,21 +180,49 @@ void
 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
@@ -222,10 +259,8 @@ MainLoop::handle_screen_switch()
 }
 
 void
-MainLoop::run()
+MainLoop::run(DrawingContext &context)
 {
-  DrawingContext context;
-
   Uint32 last_ticks = 0;
   Uint32 elapsed_ticks = 0;
 
@@ -240,31 +275,35 @@ MainLoop::run()
     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);