#include "control/joystickkeyboardcontroller.hpp"
#include "gui/menu.hpp"
#include "audio/sound_manager.hpp"
+#include "scripting/time_scheduler.hpp"
+#include "scripting/squirrel_util.hpp"
#include "gameconfig.hpp"
#include "main.hpp"
#include "resources.hpp"
-#include "script_manager.hpp"
#include "screen.hpp"
#include "screen_fade.hpp"
#include "timer.hpp"
#include "player_status.hpp"
+#include "random_generator.hpp"
// the engine will be run with a logical framerate of 64fps.
// We chose 64fps here because it is a power of 2, so 1/64 gives an "even"
MainLoop* main_loop = NULL;
MainLoop::MainLoop()
- : speed(1.0)
+ : speed(1.0), nextpop(false), nextpush(false)
{
+ using namespace Scripting;
+ TimeScheduler::instance = new TimeScheduler();
}
MainLoop::~MainLoop()
{
+ using namespace Scripting;
+ delete TimeScheduler::instance;
+ TimeScheduler::instance = NULL;
+
for(std::vector<Screen*>::iterator i = screen_stack.begin();
i != screen_stack.end(); ++i) {
delete *i;
{
DrawingContext context;
- unsigned int frame_count;
+ unsigned int frame_count = 0;
+ unsigned int rand_prints = 0;
float fps_fps = 0;
Uint32 fps_ticks = SDL_GetTicks();
Uint32 fps_nextframe_ticks = SDL_GetTicks();
running = true;
while(running) {
- if( (next_screen.get() != NULL || nextpop == true) &&
+ while( (next_screen.get() != NULL || nextpop == true) &&
(screen_fade.get() == NULL || screen_fade->done())) {
if(current_screen.get() != NULL) {
current_screen->leave();
}
next_screen.reset(screen_stack.back());
screen_stack.pop_back();
- nextpop = false;
- speed = 1.0;
}
if(nextpush && current_screen.get() != NULL) {
screen_stack.push_back(current_screen.release());
}
-
- next_screen->setup();
- ScriptManager::instance->fire_wakeup_event(ScriptManager::SCREEN_SWITCHED);
+
+ nextpush = false;
+ nextpop = false;
+ speed = 1.0;
+ if(next_screen.get() != NULL)
+ next_screen->setup();
current_screen.reset(next_screen.release());
- next_screen.reset(NULL);
screen_fade.reset(NULL);
+
+ waiting_threads.wakeup();
}
- if(current_screen.get() == NULL)
- break;
+ if(!running || current_screen.get() == NULL)
+ break;
float elapsed_time = 1.0 / LOGICAL_FPS;
ticks = SDL_GetTicks();
}
}
+ real_time += elapsed_time;
elapsed_time *= speed;
-
game_time += elapsed_time;
- ScriptManager::instance->update();
+
+ Scripting::update_debugger();
+ Scripting::TimeScheduler::instance->update(game_time);
current_screen->update(elapsed_time);
if(screen_fade.get() != NULL)
screen_fade->update(elapsed_time);
}
sound_manager->update();
+
+ // insert calls for debug (there are few rand calls otherwise)
+ if (0 && rand_prints++ % 20 == 0)
+ log_info << "== periodic rand() call " << systemRandom.rand() <<
+ " at frame " << rand_prints << "==" <<std::endl;
}
}