2021-01-19 19:24:23 +00:00
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using SDL2;
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2021-01-19 07:29:07 +00:00
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using Campari;
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using System.Collections.Generic;
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2021-01-20 02:06:10 +00:00
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using MoonWorks.Audio;
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2021-01-19 07:29:07 +00:00
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namespace MoonWorks
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{
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public abstract class Game
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{
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private bool quit = false;
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private double timestep;
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ulong currentTime = SDL.SDL_GetPerformanceCounter();
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double accumulator = 0;
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bool debugMode;
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2021-01-19 19:24:23 +00:00
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public Window Window { get; }
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public GraphicsDevice GraphicsDevice { get; }
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public AudioDevice AudioDevice { get; }
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public Input Input { get; }
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private Dictionary<PresentMode, RefreshCS.Refresh.PresentMode> moonWorksToRefreshPresentMode = new Dictionary<PresentMode, RefreshCS.Refresh.PresentMode>
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{
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{ PresentMode.Immediate, RefreshCS.Refresh.PresentMode.Immediate },
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{ PresentMode.Mailbox, RefreshCS.Refresh.PresentMode.Mailbox },
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{ PresentMode.FIFO, RefreshCS.Refresh.PresentMode.FIFO },
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{ PresentMode.FIFORelaxed, RefreshCS.Refresh.PresentMode.FIFORelaxed }
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};
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2021-01-19 19:24:23 +00:00
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public Game(
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WindowCreateInfo windowCreateInfo,
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PresentMode presentMode,
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int targetTimestep = 60,
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bool debugMode = false
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) {
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timestep = 1.0 / targetTimestep;
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if (SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_TIMER | SDL.SDL_INIT_GAMECONTROLLER) < 0)
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{
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System.Console.WriteLine("Failed to initialize SDL!");
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return;
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}
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2021-01-20 02:06:10 +00:00
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Logger.Initialize();
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2021-01-19 19:24:23 +00:00
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Input = new Input();
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2021-01-19 19:24:23 +00:00
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Window = new Window(windowCreateInfo);
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2021-01-19 19:24:23 +00:00
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GraphicsDevice = new GraphicsDevice(
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Window.Handle,
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moonWorksToRefreshPresentMode[presentMode],
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debugMode
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);
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2021-01-20 02:06:10 +00:00
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AudioDevice = new AudioDevice();
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this.debugMode = debugMode;
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}
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public void Run()
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{
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while (!quit)
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{
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var newTime = SDL.SDL_GetPerformanceCounter();
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double frameTime = (newTime - currentTime) / (double)SDL.SDL_GetPerformanceFrequency();
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if (frameTime > 0.25)
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{
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frameTime = 0.25;
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}
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currentTime = newTime;
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accumulator += frameTime;
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bool updateThisLoop = (accumulator >= timestep);
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if (!quit)
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{
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while (accumulator >= timestep)
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{
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SDL.SDL_PumpEvents();
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Input.Update();
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Update(timestep);
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accumulator -= timestep;
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}
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if (updateThisLoop)
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{
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Draw();
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}
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}
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}
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}
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protected abstract void Update(double dt);
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protected abstract void Draw();
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}
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}
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