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#include "all.h"
Font DefaultFont(char * choice) {
Font font = LoadFont(choice);
if (!IsFontValid(font)) { font = GetFontDefault(); }
return font;
}
void GameFrame(game_t * game, size_t frame, float x, float y) {
game->frame_x[frame] = x;
game->frame_y[frame] = y;
}
void GameFrameReset(game_t * game) {
GameFrame(game, 0, game->horizontal/3, game->vertical - game->vertical/8);
/* GameFrame(game, 1, game->horizontal/12, game->vertical/12); */
/* GameFrame(game, 2, game->horizontal - game->horizontal/4, game->vertical/12); */
}
Vector2 GameFrameVector(game_t * game, size_t frame) {
return (Vector2) { game->frame_x[frame], game->frame_y[frame]};
}
void GameInitialize(game_t * game, char * window_name) {
SetConfigFlags(FLAG_WINDOW_RESIZABLE);
/* tell raylib to shut up */
SetTraceLogLevel(LOG_NONE);
InitWindow(game->horizontal, game->vertical, window_name);
SetWindowState(FLAG_WINDOW_HIDDEN);
InitAudioDevice();
SetWindowPosition(0, 0);
/* :config */
game->horizontal = 1920;
game->vertical = 1080;
game->ups = 60;
game->fps = 30;
game->font = DefaultFont("fonts/Atkinson/mono/AtkinsonHyperlegibleMono-Bold.otf");
GameFrameReset(game);
}
void GameDeinitialize(game_t * game) {
SetWindowState(FLAG_WINDOW_HIDDEN);
UnloadFont(game->font);
CloseAudioDevice();
CloseWindow();
}
void GameLoop(game_t * game) {
extern int Update(game_t * game, struct timespec now);
extern void Frame(game_t * game, double interpolation);
#define StepStart(prefix) \
prefix##_delta = timespec_sub(now, prefix##_last); \
if (timespec_cmp(prefix##_delta, prefix##_interval) >= 0) { (void) 0
#define StepStop(prefix) \
prefix##s_per_second++; \
prefix##_total++; \
prefix##_last = timespec_add(prefix##_last, prefix##_interval); \
if (timespec_cmp(prefix##_last, now) < 0) { \
prefix##_last = now; \
} \
}
#define StepSimpleStart(prefix,linear) \
prefix##_delta = timespec_sub(now, prefix##_last); \
if (timespec_cmp(prefix##_delta, (struct timespec){1.,0.}) >= 0) { \
(void)0
#define StepSimpleStop(prefix) \
prefix##_last = now; \
}
struct timespec
now,
update_interval = {0, (double) TIMESPEC_HZ / game->ups},
frame_interval = {0, (double) TIMESPEC_HZ / game->fps},
update_last, frame_last, print_last,
update_delta, frame_delta, print_delta,
wait;
uint32_t
updates_per_second = 0, frames_per_second = 0,
frame_total = 0, update_total = 0;
double interpolation = 0.;
ClearWindowState(FLAG_WINDOW_HIDDEN);
clock_gettime(CLOCK_MONOTONIC, &now);
update_last = frame_last = print_last = now;
while (1) {
StepStart(update);
if (Update(game, now)) { return; }
StepStop(update);
StepStart(frame);
clock_gettime(CLOCK_MONOTONIC, &now);
interpolation =
CLAMP(
TIMESPEC_TO_DOUBLE(update_delta)
/ TIMESPEC_TO_DOUBLE(update_interval),
0.0, 1.0f);
Frame(game, interpolation);
StepStop(frame);
clock_gettime(CLOCK_MONOTONIC, &now);
wait = timespec_sub(
timespec_min(
timespec_add(update_last, update_interval),
timespec_add(frame_last, frame_interval)),
now);
if (timespec_cmp(wait, zero_seconds) > 0) {
nanosleep(&wait, NULL);
}
StepSimpleStart(print, one_second);
printf("[FPS|UPS|Total] (%3.0f : %3.0f) | [%7u/%7u]\n",
round(frames_per_second / TIMESPEC_TO_DOUBLE(print_delta)),
round(updates_per_second / TIMESPEC_TO_DOUBLE(print_delta)),
frame_total, update_total);
frames_per_second = updates_per_second = 0;
StepSimpleStop(print);
clock_gettime(CLOCK_MONOTONIC, &now);
}
}
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