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gameloop.c
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gameloop.c
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#include <SDL.h>
//#include <stdlib.h>
#include "globalvar.h"
#include "gameloop.h"
#include "render.h"
#include "gameproc.h"
void calcfps(void)
{
if (tickcount-tickcount2>1000)
{
iGameTime++;
fps=fps_done;fps_done=0;
tickcount2=tickcount;
}
}
/*
void makedelay(void)
{
ltickcount=tickcount;
Uint32 delta=tickcount-ltickcount;
if (delta<50) SDL_Delay(50-delta);
}
*/
#if defined(GP2X)
void gameloop(void)
{
while (GameLoopEnabled)
{
if (GameMode==NewGameMode)
{
Gameprocess();
Render();
fps_done++;
}
else
{
RenderFade();
}
switch (GameMode)
{
case LOADING_EDITOR: SDL_Delay(40); break;
case CLOSING_CREDITS: SDL_Delay(40); break;
case LOADING_GAME: SDL_Delay(40); break;
case MAINMENU: SDL_Delay(40); break;
case PLAYER_NAME: SDL_Delay(40); break;
case CHARACTERMENU: SDL_Delay(40); break;
case EDITOR_MENU: SDL_Delay(30); break;
case INTRO: SDL_Delay(30); break;
case EDITOR_AI: SDL_Delay(40); break;
case EDITOR_PALETTE: SDL_Delay(40); break;
case EDITOR_TEXTURE: SDL_Delay(40); break;
}
tickcount=SDL_GetTicks();
count++;
calcfps();
}
}
#elif defined(PC)
static void limitfps(void)
{
static Uint32 curTicks = 0;
static Uint32 lastTicks = 0;
const Uint32 delay = 120;
Uint32 t;
curTicks = SDL_GetTicks();
if (lastTicks == 0)
{
lastTicks = curTicks;
return;
}
t = curTicks - lastTicks;
lastTicks = curTicks;
if (t < delay)
SDL_Delay(delay - t);
}
void gameloop(void)
{
while (GameLoopEnabled)
{
if (GameMode==NewGameMode)
{
Gameprocess();
Render();
fps_done++;
}
else
{
RenderFade();
}
limitfps();
tickcount=SDL_GetTicks();
count++;
calcfps();
}
}
#endif