Files
Airport/core/engine.c

116 lines
2.8 KiB
C

#include "engine.h"
#include <stdio.h>
//errors here should be fatal
static void error(Engine* engine, char* message) {
fprintf(stderr, message);
exit(-1);
}
//exposed functions
void initEngine(Engine* engine) {
//clear
engine->root = NULL;
engine->running = true;
//init SDL
if (SDL_Init(0) != 0) {
error(engine, "Failed to initialize SDL2");
}
//init the window
engine->window = SDL_CreateWindow(
"Caption",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
engine->screenWidth,
engine->screenHeight,
SDL_WINDOW_RESIZABLE
);
if (engine->window == NULL) {
error(engine, "Failed to initialize the window");
}
//init the renderer
engine->renderer = SDL_CreateRenderer(engine->window, -1, 0);
if (engine->renderer == NULL) {
error(engine, "Failed to initialize the renderer");
}
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "best");
SDL_RenderSetLogicalSize(engine->renderer, engine->screenWidth, engine->screenHeight);
}
void freeEngine(Engine* engine) {
SDL_DestroyRenderer(engine->renderer);
SDL_DestroyWindow(engine->window);
SDL_Quit();
engine->renderer = NULL;
engine->window = NULL;
}
static void execStep(Engine* engine) {
//DEBUG: for now, just 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(Engine* engine) {
//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);
//if not enough time has passed
if (engine->simTime.tv_sec < engine->realTime.tv_sec && engine->simTime.tv_usec < engine->realTime.tv_usec) {
//while not enough time has passed
while(engine->simTime.tv_sec < engine->realTime.tv_sec && engine->simTime.tv_usec < engine->realTime.tv_usec) {
//simulate the world
execStep(engine);
//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);
}
}