MoonWorks/src/Game.cs

119 lines
3.3 KiB
C#

using System.Collections.Generic;
using SDL2;
using MoonWorks.Audio;
using MoonWorks.Graphics;
using MoonWorks.Input;
using MoonWorks.Window;
namespace MoonWorks
{
public abstract class Game
{
public const double MAX_DELTA_TIME = 0.1;
private bool quit = false;
private double timestep;
ulong currentTime = SDL.SDL_GetPerformanceCounter();
double accumulator = 0;
bool debugMode;
public OSWindow Window { get; }
public GraphicsDevice GraphicsDevice { get; }
public AudioDevice AudioDevice { get; }
public Inputs Inputs { get; }
private Dictionary<PresentMode, RefreshCS.Refresh.PresentMode> moonWorksToRefreshPresentMode = new Dictionary<PresentMode, RefreshCS.Refresh.PresentMode>
{
{ PresentMode.Immediate, RefreshCS.Refresh.PresentMode.Immediate },
{ PresentMode.Mailbox, RefreshCS.Refresh.PresentMode.Mailbox },
{ PresentMode.FIFO, RefreshCS.Refresh.PresentMode.FIFO },
{ PresentMode.FIFORelaxed, RefreshCS.Refresh.PresentMode.FIFORelaxed }
};
public Game(
WindowCreateInfo windowCreateInfo,
PresentMode presentMode,
int targetTimestep = 60,
bool debugMode = false
) {
timestep = 1.0 / targetTimestep;
if (SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_TIMER | SDL.SDL_INIT_GAMECONTROLLER) < 0)
{
System.Console.WriteLine("Failed to initialize SDL!");
return;
}
Logger.Initialize();
Inputs = new Inputs();
Window = new OSWindow(windowCreateInfo);
GraphicsDevice = new GraphicsDevice(
Window.Handle,
moonWorksToRefreshPresentMode[presentMode],
debugMode
);
AudioDevice = new AudioDevice();
this.debugMode = debugMode;
}
public void Run()
{
while (!quit)
{
var newTime = SDL.SDL_GetPerformanceCounter();
double frameTime = (newTime - currentTime) / (double)SDL.SDL_GetPerformanceFrequency();
if (frameTime > MAX_DELTA_TIME)
{
frameTime = MAX_DELTA_TIME;
}
currentTime = newTime;
accumulator += frameTime;
if (!quit)
{
while (accumulator >= timestep)
{
HandleSDLEvents();
Inputs.Update();
AudioDevice.Update();
Update(timestep);
accumulator -= timestep;
}
double alpha = accumulator / timestep;
Draw(timestep, alpha);
}
}
}
private void HandleSDLEvents()
{
while (SDL.SDL_PollEvent(out var _event) == 1)
{
switch (_event.type)
{
case SDL.SDL_EventType.SDL_QUIT:
quit = true;
break;
}
}
}
protected abstract void Update(double dt);
protected abstract void Draw(double dt, double alpha);
}
}