027d0125ef
I've created a project for client & editor programs, by simply copying one to the other. Right now, the client still has the editor scene, but I'll switch that out soon. I've also added a license header to the server's source. I don't remember what else I did, but at this point it should theoretically build out of the box.
124 lines
2.9 KiB
C++
124 lines
2.9 KiB
C++
/* Copyright: (c) Kayne Ruse 2013
|
|
*
|
|
* This software is provided 'as-is', without any express or implied
|
|
* warranty. In no event will the authors be held liable for any damages
|
|
* arising from the use of this software.
|
|
*
|
|
* Permission is granted to anyone to use this software for any purpose,
|
|
* including commercial ClientApplications, and to alter it and redistribute it
|
|
* freely, subject to the following restrictions:
|
|
*
|
|
* 1. The origin of this software must not be misrepresented; you must not
|
|
* claim that you wrote the original software. If you use this software
|
|
* in a product, an acknowledgment in the product documentation would be
|
|
* appreciated but is not required.
|
|
*
|
|
* 2. Altered source versions must be plainly marked as such, and must not be
|
|
* misrepresented as being the original software.
|
|
*
|
|
* 3. This notice may not be removed or altered from any source
|
|
* distribution.
|
|
*/
|
|
#include "client_application.hpp"
|
|
|
|
#include <stdexcept>
|
|
#include <chrono>
|
|
|
|
//-------------------------
|
|
//Static declarations
|
|
//-------------------------
|
|
|
|
ClientApplication ClientApplication::instance;
|
|
|
|
//-------------------------
|
|
//Scene headers
|
|
//-------------------------
|
|
|
|
//Add the custom scene headers here
|
|
#include "editor_scene.hpp"
|
|
|
|
//-------------------------
|
|
//Public access members
|
|
//-------------------------
|
|
|
|
ClientApplication::ClientApplication() {
|
|
//
|
|
}
|
|
|
|
ClientApplication::~ClientApplication() {
|
|
//
|
|
}
|
|
|
|
void ClientApplication::Init() {
|
|
if (SDL_Init(SDL_INIT_VIDEO))
|
|
throw(std::runtime_error("Failed to initialize SDL"));
|
|
|
|
BaseScene::SetScreen(800, 600);
|
|
}
|
|
|
|
void ClientApplication::Proc() {
|
|
LoadScene(SceneList::FIRST);
|
|
|
|
//prepare the time system
|
|
typedef std::chrono::steady_clock Clock;
|
|
|
|
Clock::duration delta(16 * Clock::duration::period::den / std::milli::den);
|
|
Clock::time_point simTime = Clock::now();
|
|
Clock::time_point realTime;
|
|
|
|
//The main loop
|
|
while(activeScene->GetNextScene() != SceneList::QUIT) {
|
|
//switch scenes when necessary
|
|
if (activeScene->GetNextScene() != SceneList::CONTINUE) {
|
|
LoadScene(activeScene->GetNextScene());
|
|
continue;
|
|
}
|
|
|
|
//update the current time
|
|
realTime = Clock::now();
|
|
|
|
//simulate game time
|
|
while (simTime < realTime) {
|
|
//call each user defined function
|
|
activeScene->RunFrame(double(delta.count()) / Clock::duration::period::den);
|
|
simTime += delta;
|
|
}
|
|
|
|
//draw the game to the screen
|
|
activeScene->RenderFrame();
|
|
|
|
//give the computer a break
|
|
SDL_Delay(10);
|
|
}
|
|
|
|
UnloadScene();
|
|
}
|
|
|
|
void ClientApplication::Quit() {
|
|
SDL_Quit();
|
|
}
|
|
|
|
//-------------------------
|
|
//Private access members
|
|
//-------------------------
|
|
|
|
void ClientApplication::LoadScene(SceneList sceneIndex) {
|
|
UnloadScene();
|
|
|
|
switch(sceneIndex) {
|
|
//add scene creation calls here
|
|
case SceneList::FIRST:
|
|
case SceneList::EDITORSCENE:
|
|
activeScene = new EditorScene();
|
|
break;
|
|
|
|
default:
|
|
throw(std::logic_error("Failed to recognize the scene index"));
|
|
}
|
|
}
|
|
|
|
void ClientApplication::UnloadScene() {
|
|
delete activeScene;
|
|
activeScene = nullptr;
|
|
}
|