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runtime_loops.go
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83 lines (77 loc) · 2.66 KB
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/*
* Copyright (c) 2021 The XGo Authors (xgo.dev). All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package spx
import (
"github.com/goplus/spbase/mathf"
coreruntime "github.com/goplus/spx/v2/internal/core/runtime"
"github.com/goplus/spx/v2/internal/coroutine"
"github.com/goplus/spx/v2/internal/engine"
itime "github.com/goplus/spx/v2/internal/time"
)
func (p *Game) initEventLoop() {
coreruntime.InitLoops(gco.Create, p.eventLoop, p.inputEventLoop, p.logicLoop)
}
func (p *Game) eventLoop(me coroutine.Thread) int {
return coreruntime.RunEventLoop(me, p.events, p.handleEvent)
}
func (p *Game) inputEventLoop(me coroutine.Thread) int {
return coreruntime.RunInputLoop(me, coreruntime.InputLoopConfig{
CurrentMousePos: func() mathf.Vec2 {
curMousePos := p.engine().InputMgr.GetGlobalMousePos()
return mathf.Vec2{X: float64(curMousePos.X), Y: float64(curMousePos.Y)}
},
IsLeftButtonPressed: func() bool {
return engine.IsMouseButtonPressed(MOUSE_BUTTON_LEFT)
},
FireLeftButtonDown: func(point mathf.Vec2) {
p.fireEvent(&eventLeftButtonDown{Pos: point})
},
FireLeftButtonUp: func(point mathf.Vec2) {
p.fireEvent(&eventLeftButtonUp{Pos: point})
},
SetMousePos: p.inputMgr.setMousePos,
OnMouseMove: p.inputMgr.onMouseMove,
GetKeyEvents: engine.GetKeyEvents,
OnKeyPressed: func(keyID int64) {
p.fireEvent(&eventKeyDown{Key: Key(keyID)})
},
MouseMovementThreshold: mouseMovementThreshold,
})
}
func (p *Game) logicLoop(me coroutine.Thread) int {
return coreruntime.RunLogicLoop(me, coreruntime.LogicLoopConfig[Shape]{
Items: p.getTempShapes,
FlushPendingAudio: func(item Shape, tempAudios []string) []string {
sprite, ok := item.(*SpriteImpl)
if !ok {
return tempAudios
}
return sprite.flushPendingAudios(tempAudios)
},
FlushCompletedAnimations: func(item Shape, tempAnimations []string) []string {
sprite, ok := item.(*SpriteImpl)
if !ok {
return tempAnimations
}
return sprite.flushCompletedAnimations(tempAnimations)
},
NextTimer: itime.NextTimer,
FireTimer: func(targetTimer float64) {
p.fireEvent(&eventTimer{Time: targetTimer})
},
ShowDebugPanel: p.showDebugPanel,
})
}