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#include "game.h"
#include "../Time/Timer.h"
#include "../input/Event.h"
#include "../Graphics/Window.h"
#include "../Math/Math.h"
#include <iostream>
namespace jin
{
namespace core
{
using namespace jin::graphics;
using namespace jin::input;
using namespace jin::time;
using namespace jin::math;
Game::Game() :_running(true) {};
void Game::run()
{
SAFECALL(_onLoad);
Window* wnd = Window::get();
const int FPS = wnd ? wnd->getFPS() : 60;
const int MS_PER_UPDATE = 1000.0f / FPS;
_running = true;
Event e;
int previous = getMilliSecond();
int dt = MS_PER_UPDATE;
while (_running)
{
while (jin::input::pollEvent(&e))
{
SAFECALL(_onEvent, &e);
if (!_running) goto stoploop;
}
SAFECALL(_onUpdate, dt);
SAFECALL(_onDraw);
wnd->swapBuffers();
const int current = getMilliSecond();
dt = current - previous;
const int wait = MS_PER_UPDATE - (current - previous);
previous += MS_PER_UPDATE;
if (wait > 0)
{
sleep(wait);
dt = MS_PER_UPDATE;
}
else
previous = current;
}
stoploop:;
}
bool Game::initSystem(const SettingBase* setting)
{
if (setting == nullptr)
return false;
Game::Setting* s = (Game::Setting*) setting;
_onEvent = s->eventHandler;
_onUpdate = s->updater;
_onDraw = s->drawer;
_onLoad = s->loader;
return true;
}
void Game::quitSystem()
{
}
} // core
} // jin
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