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https://github.com/ZDoom/raze-gles.git
synced 2025-01-14 11:50:49 +00:00
- removed the old main loop.
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parent
b49e050baf
commit
b3d89a6a0b
5 changed files with 1 additions and 113 deletions
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@ -136,7 +136,6 @@ void I_SetWindowTitle(const char* caption);
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void S_ParseSndInfo();
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void I_DetectOS(void);
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void LoadScripts();
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void app_loop();
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void MainLoop();
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@ -865,7 +864,7 @@ int RunGame()
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D_CheckNetGame();
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MainLoop();
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return 0; // this is never reached. app_loop only exits via exception.
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return 0; // this is never reached. MainLoop only exits via exception.
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}
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//---------------------------------------------------------------------------
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@ -922,49 +921,6 @@ void updatePauseStatus()
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paused ? S_PauseSound(!pausedWithKey, !paused) : S_ResumeSound(paused);
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}
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void app_loop()
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{
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gamestate = GS_STARTUP;
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while (true)
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{
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try
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{
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I_SetFrameTime();
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TickSubsystems();
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handleevents();
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updatePauseStatus();
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D_ProcessEvents();
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gi->RunGameFrame();
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// Draw overlay elements to the 2D drawer
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FStat::PrintStat(twod);
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CT_Drawer();
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C_DrawConsole();
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M_Drawer();
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// Handle the final 2D overlays.
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if (gamestate == GS_LEVEL) DrawFullscreenBlends();
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DrawRateStuff();
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soundEngine->UpdateSounds(I_GetTime());
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Mus_UpdateMusic(); // must be at the end.
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videoShowFrame(0);
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videoSetBrightness(0); // immediately reset this so that the value doesn't stick around in the backend.
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}
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catch (CRecoverableError& err)
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{
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gi->ErrorCleanup();
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C_FullConsole();
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Printf(TEXTCOLOR_RED "%s\n", err.what());
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}
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}
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}
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//==========================================================================
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//
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//
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@ -102,9 +102,6 @@ struct GameInterface
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virtual void Ticker() {}
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virtual int GetPlayerChecksum(int pnum) { return 0x12345678 + pnum; }
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virtual void RunGameFrame() {} // this must go away once things are done.
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virtual FString statFPS()
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{
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FString output;
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@ -570,34 +570,6 @@ void GameInterface::Ticker()
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CheckProgression(); // todo: Get rid of this.
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}
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void GameTicker()
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{
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int const currentTic = I_GetTime();
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if (paused)
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{
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buttonMap.ResetButtonStates();
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}
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else
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{
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gameupdatetime.Reset();
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gameupdatetime.Clock();
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while (!EndLevel && currentTic - lastTic >= 1)
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{
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lastTic = currentTic;
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gi->Ticker();
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}
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gameupdatetime.Unclock();
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if (nPlayerLives[nLocalPlayer] <= 0) {
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startmainmenu();
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}
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}
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}
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void ExitGame()
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{
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ShutDown();
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@ -234,7 +234,6 @@ struct GameInterface : ::GameInterface
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{
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const char* Name() override { return "Exhumed"; }
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void app_init() override;
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void RunGameFrame() override;
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bool GenerateSavePic() override;
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void DrawNativeMenuText(int fontnum, int state, double xpos, double ypos, float fontscale, const char* text, int flags) override;
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void MenuOpened() override;
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@ -250,14 +250,6 @@ void CheckProgression()
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//
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//---------------------------------------------------------------------------
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void GameLoop()
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{
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GameTicker();
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PlayerInterruptKeys(true);
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gi->UpdateSounds();
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}
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void GameInterface::Startup()
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{
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resettiming();
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@ -280,34 +272,6 @@ void GameInterface::Startup()
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}
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void GameInterface::RunGameFrame()
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{
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again:
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CheckProgression();
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switch (gamestate)
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{
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default:
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case GS_STARTUP:
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break;
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case GS_MENUSCREEN:
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case GS_FULLCONSOLE:
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gi->DrawBackground();
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break;
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case GS_LEVEL:
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GameLoop();
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gi->Render();
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break;
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case GS_INTERMISSION:
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case GS_INTRO:
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RunScreenJobFrame(); // This handles continuation through its completion callback.
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break;
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}
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}
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void GameInterface::ErrorCleanup()
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{
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// Clear all progression sensitive variables here.
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