#include "engine.h" #include "lib_engine.h" #include "lib_standard.h" #include "repl_tools.h" #include "memory.h" #include "lexer.h" #include "parser.h" #include "compiler.h" #include "interpreter.h" #include "console_colors.h" #include #include #include //define the engine object Engine engine; //errors here should be fatal static void fatalError(char* message) { fprintf(stderr, message); exit(-1); } //exposed functions void initEngine() { //clear engine.rootNode = NULL; engine.running = false; engine.window = NULL; engine.renderer = NULL; //init SDL if (SDL_Init(0) != 0) { fatalError("Failed to initialize SDL2"); } //init Toy initInterpreter(&engine.interpreter); injectNativeHook(&engine.interpreter, "engine", hookEngine); injectNativeHook(&engine.interpreter, "standard", hookStandard); size_t size = 0; char* source = readFile("./assets/scripts/init.toy", &size); unsigned char* tb = compileString(source, &size); free((void*)source); runInterpreter(&engine.interpreter, tb, size); } void freeEngine() { SDL_DestroyRenderer(engine.renderer); SDL_DestroyWindow(engine.window); SDL_Quit(); //clear existing root node if (engine.rootNode != NULL) { callEngineNode(engine.rootNode, &engine.interpreter, "onFree"); freeEngineNode(engine.rootNode); FREE(EngineNode, engine.rootNode); engine.rootNode = NULL; } freeInterpreter(&engine.interpreter); engine.renderer = NULL; engine.window = NULL; } static void execStep() { //call onStep if (engine.rootNode != NULL) { callEngineNode(engine.rootNode, &engine.interpreter, "onStep"); } //poll events SDL_Event event; while (SDL_PollEvent(&event)) { switch(event.type) { //quit case SDL_QUIT: { engine.running = false; } break; //window events are handled internally case SDL_WINDOWEVENT: { switch(event.window.event) { case SDL_WINDOWEVENT_RESIZED: engine.screenWidth = event.window.data1; engine.screenHeight = event.window.data2; SDL_RenderSetLogicalSize(engine.renderer, engine.screenWidth, engine.screenHeight); break; } } break; //TODO: input } } } //the heart of the engine void execEngine() { if (!engine.running) { fatalError("Can't execute the engine (did you forget to initialize the screen?)"); } //set up time gettimeofday(&engine.realTime, NULL); engine.simTime = engine.realTime; struct timeval delta = { .tv_sec = 0, .tv_usec = 1000 * 1000 / 60 }; //60 frames per second while (engine.running) { //calc the time passed gettimeofday(&engine.realTime, NULL); // printf("real time: %ld.%ld sim time: %ld.%ld + (delta: %ld.%ld)\n", // engine.realTime.tv_sec, // engine.realTime.tv_usec, // engine.simTime.tv_sec, // engine.simTime.tv_usec, // delta.tv_sec, // delta.tv_usec // ); //if not enough time has passed if (timercmp(&engine.simTime, &engine.realTime, <)) { //while not enough time has passed while(timercmp(&engine.simTime, &engine.realTime, <)) { //simulate the world execStep(); //calc the time simulation timeradd(&delta, &engine.simTime, &engine.simTime); } } else { SDL_Delay(10); //let the machine sleep, 10ms } //render the world SDL_SetRenderDrawColor(engine.renderer, 0, 0, 0, 255); //NOTE: This line can be disabled later SDL_RenderClear(engine.renderer); //NOTE: This line can be disabled later SDL_RenderPresent(engine.renderer); } }