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loop.c
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220 lines (188 loc) · 6.13 KB
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#include <sys/time.h>
#include <sys/types.h>
#include <unistd.h>
#include <sys/time.h>
#include <sys/timeb.h>
#include<stdio.h>
#include<string.h>
#include<cairo/cairo.h>
#include "script.h"
#include "X.h"
#include "window.h"
#include "draw.h"
#include "object.h"
#include "rules.h"
#include "moves.h"
#include "main.h"
#include "gmoves.h"
#include "keyboard.h"
#include "menuevents.h"
#include "menudraw.h"
#include "menuscript.h"
#include "loop.h"
#include "gsaves.h"
static int sec = 1; // pocet sekund mezi jednotlivymi framy
static int usec = 0; // pocet mikrosekund mezi jednotlivymi framy
char focus = 0;
char mouse_pressed = 0;
int mouse_x = 0;
int mouse_y = 0;
void setmouse() // nastavi souradnice mysi na mouse_x, mouse_y
{
XWarpPointer(display, None, win, 0, 0, 0, 0, mouse_x, mouse_y);
}
static char noskip; // viz loop()
static void events() /* projde nahromadene udalosti, ve specialnich pripadech dokonce ceka,
az nejaka prijde */
{
XEvent xev;
for(;;){
if(!XEventsQueued(display, QueuedAfterReading)){ // uz zadna udalost nezbyva
// v normalni hre se vraci do loop()
if(!menumode && (focus || room_state != ROOM_IDLE)) break;
if(menumode) menu_draw(); // ale ne v menu
else{ // nebo, kdyz nema fokus
unanim_fish_rectangle();
gsaves_unanim();
keyboard_erase_queue();
draw();
}
noskip = 1;
}
XNextEvent(display, &xev); // ziskam dalsi udalost
if(xev.xany.window != real_win) continue; // zajima me jen hlavni okno
if(xev.type == ButtonPress || xev.type == ButtonRelease ||
xev.type == MotionNotify || xev.type == EnterNotify ||
xev.type == LeaveNotify){ // udalosti, co davaji souradnice mysi
mouse_x = xev.xmotion.x;
mouse_y = xev.xmotion.y;
if(slider_hold) moveslider(&xev.xmotion); // posunuti slideru
if(menumode) menu_pointer(); // najiti tlacitka pod mysi na mape
else gsaves_pointer(0, xev.type == LeaveNotify); // posunuti mac menu
}
switch (xev.type){
case ClientMessage: // zavreni krizkem
if(xev.xclient.data.l[0] == wmDeleteMessage)
for(;;) escape();
break;
case ConfigureNotify: // zmena velikosti okna
if(xev.xconfigure.send_event) break;
if(win_width == xev.xconfigure.width &&
win_height == xev.xconfigure.height) break; // falesny poplach, velikost je porad stejna
win_width = xev.xconfigure.width;
win_height = xev.xconfigure.height;
free_win_cr(); // zmena kreslici plochy
create_win_cr();
win_resize = 1;
calculatewin(); // prepocitani rozmisteni prvku v okne
break;
case KeyPress: // zmacknuti klavesy
key_press(xev.xkey);
break;
case KeyRelease: // pusteni klavesy
key_release(xev.xkey);
break;
case ButtonPress: // zmacknuti tlacitka mysi
if(!menumode) gmoves_click(&xev.xbutton); // undo pasecek reaguje i na jina tlacitka nez leve
if(xev.xbutton.button != 1) break; // nic jineho ne
mouse_pressed = 1;
if(menumode) menu_click();
else gsaves_click();
break;
case ButtonRelease: // pusteni tlacitka mysi
if(!menumode) gmoves_unclick(&xev.xbutton);
if(xev.xbutton.button != 1) break;
mouse_pressed = 0;
if(menumode) menu_unclick();
else gsaves_unclick();
break;
case FocusOut: focus = 0; break; // prijiti o fokus -> zastaveni hry
case FocusIn: // ziskani fokusu
focus = 1;
key_remap(); // prozkoumam drzene klavesy
break;
}
}
}
// upravi timeval do korektniho fotrmatu, tedy tv->tv_usec bude v intervalu [0, 1000000)
static void fixtv(struct timeval *tv)
{
while(tv->tv_usec < 0){
tv->tv_usec += 1000000;
tv->tv_sec--;
}
while(tv->tv_usec >= 1000000){
tv->tv_usec -= 1000000;
tv->tv_sec++;
}
}
/*
Nasledujici funkce resi hlavni cyklus hry:
1) vykresli okno
2) ceka sec sekund a usec mikrosekund
3) zpracuje udalosti
4) provede animace
Pokud by se nemelo cekat na timer, ale misto toho cekat jen na udalosti
(v menu nebo kdyz nema fokus), tak se hra misto v loop() se toci v events().
Snazim se, aby cekani melo opravdu spravnou dobu, tedy kompenzuji i dobu
vykreslovani. Pokud by kvuli kompenzaci bylo treba cekat zapornou dobu,
je cekani preskoceno a vcetne nej i vykreslovani, ktere je vypocetne
nejnarocnejsi.
Muze se stat, ze je nejaka operace natolik narocna, ze abych kompenzoval jeji
cas, budu muset preskocit cekani a vykreslovani vicekrat. Toto preskakovano je\
vsak omezeno dvema faktory: 1) nebudu preskakovat vice nez MAXSKIP framu,
2) Napriklad cekani vzesleho z toho, ze okno nemelo focus a hra tak byla
"pausnuta" je zbytecne kompenzovat. V takovych pripadech je nastavena promenna
noskip na true, coz loop() zaregistruje a nepreskakuje.
*/
#define MAXSKIP 20
void loop()
{
struct timeval wait; // doba cekani
struct timeval nexttime; // pristi casovy okamzik, do ktereho se chci prenest
struct timeval curtime;
int skipnum; // pocet preskoceni
noskip = 1;
skipnum = 0;
for(;;){
if(skipnum == MAXSKIP) noskip = 1;
if(noskip) gettimeofday(&nexttime, NULL);
if(menumode) menu_draw();
else if(wait.tv_sec >= 0 || noskip){
skipnum = 0;
draw();
}
else skipnum++;
nexttime.tv_sec += sec; // posunu casovy okamzik, do ktereho jsem se prenesl minule
nexttime.tv_usec += usec; // dobu mezi framy
fixtv(&nexttime);
gettimeofday(&curtime, NULL);
wait.tv_sec = nexttime.tv_sec - curtime.tv_sec; // spocitam delku cekani
wait.tv_usec = nexttime.tv_usec - curtime.tv_usec;
fixtv(&wait);
if(wait.tv_sec >= 0 && !menumode) select(0, NULL, NULL, NULL, &wait); // samotne cekani
noskip = 0;
events(); // zpracovani udalosti
gsaves_anim();
keyboard_step();
anim_step();
if(room_sol_esc){ // byla vyresena mistnost -> navrat do menu
gsaves_save();
menu_solved_node(active_menu_node, moves);
escape();
}
}
}
void loop_noskip() // aby mohly noskip nastavit i jine moduly
{
noskip = 1;
}
void setdelay (int seconds, int mikro) // nastavi cas mezi framy
{
long int time;
time = mikro + seconds*1000000;
if(time > 0){
sec = time/1000000;
usec = time%1000000;
}
}