retro-rpg/engine/engine.c

67 lines
1.4 KiB
C

/*
* Copyright (c) Camden Dixie O'Brien
* SPDX-License-Identifier: AGPL-3.0-only
*/
#include "engine_hooks.h"
#include <assert.h>
#include <stdatomic.h>
#include <stdbool.h>
#include <stdlib.h>
#define FRAMERATE 60
#define INTERVAL (1000 / FRAMERATE)
int main(int argc, char *argv[])
{
int err = SDL_Init(SDL_INIT_VIDEO);
assert(0 == err);
SDL_Window *window = SDL_CreateWindow(
game_conf.win.title, SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED, game_conf.win.w, game_conf.win.h, 0);
assert(NULL != window);
SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, 0);
assert(NULL != renderer);
void *gamemem = calloc(1, game_conf.memsize);
game_init(argc, argv, gamemem, renderer);
uint64_t prevt = SDL_GetTicks64();
while (1) {
uint64_t t = SDL_GetTicks64();
uint64_t dt = t - prevt;
if (dt >= INTERVAL) {
// Handle all events currently in queue
SDL_Event evt;
while (SDL_PollEvent(&evt)) {
if (game_evthandle(gamemem, &evt) != GAMESTATUS_OK)
goto quit;
}
// Update game state
if (game_update(gamemem, dt) != GAMESTATUS_OK)
goto quit;
// Render frame
SDL_RenderClear(renderer);
game_render(gamemem, renderer, t);
SDL_RenderPresent(renderer);
// Set previous frame draw time
prevt = t;
}
SDL_Delay(2);
}
quit:
game_teardown(gamemem);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
}