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#include "canvas_base.h"
#ifdef WIN32
#include <time.h>
#else
#include <sys/time.h>
#include <unistd.h>
#endif
CanvasBase::CanvasBase(Scene *s, bool fs, int m)
: scene(s), full_screen(fs), mspf(m)
{
animate = true;
need_refresh = true;
width = height = 0;
}
int CanvasBase::create_window()
{
// it would be nice if this were pure virtual, but that makes my
// version of g++ fucks up for some reason.
return -1;
}
int CanvasBase::init()
{
#ifdef WIN32
srand(time(0));
#else
struct timeval tv;
gettimeofday(&tv, 0);
srand(1000*tv.tv_sec + tv.tv_usec/1000);
#endif
int ret;
if ((ret = create_window()) < 0)
return ret;
resize();
return 0;
}
void CanvasBase::resize()
{
glViewport(0, 0, width, height);
scene->resize(width, height);
}
void CanvasBase::draw()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
scene->apply_camera();
scene->draw();
}
int CanvasBase::loop()
{
int remain, ret;
last_tick = get_ms();
while (true) {
if ((remain = tick()) > 0) // time left till tick: sleep
delay(remain);
if ((ret = handle_events()) > 0) // wants us to quit
return ret;
}
}
int CanvasBase::tick()
{
if (need_refresh) {
draw();
need_refresh = false;
}
int now = get_ms();
int ms = now - last_tick;
// Animate the scene
if (ms >= mspf) {
last_tick = now;
if (animate) {
scene->elapse(ms/1000.0);
need_refresh = true;
}
return 0;
}
return (mspf - ms);
}
// these are dumb. See create_window()
int CanvasBase::handle_events()
{
return 1;
}
int CanvasBase::get_ms()
{
return 0;
}
void CanvasBase::delay(int ms)
{
}
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