move SDL event handling to a function, to make the main
loop simpler
This commit is contained in:
+15
-12
@@ -500,13 +500,7 @@ static void HandleInputEvents(float fDeltaTime)
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}
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}
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}
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}
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static void GameLoop()
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static bool HandleSDLEvents()
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{
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for(int hack = 0; hack < 1024; ++hack)
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SDL_PumpEvents();
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RageTimer timer;
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while(1)
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{
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{
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// process all queued events
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// process all queued events
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SDL_Event event;
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SDL_Event event;
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@@ -519,7 +513,7 @@ static void GameLoop()
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{
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{
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case SDL_QUIT:
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case SDL_QUIT:
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LOG->Trace("SDL_QUIT: shutting down");
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LOG->Trace("SDL_QUIT: shutting down");
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return; /* exit the main loop */
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return false; /* exit the main loop */
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case SDL_VIDEORESIZE:
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case SDL_VIDEORESIZE:
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DISPLAY->ResolutionChanged(event.resize.w, event.resize.h);
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DISPLAY->ResolutionChanged(event.resize.w, event.resize.h);
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break;
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break;
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@@ -543,6 +537,17 @@ static void GameLoop()
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}
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}
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}
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}
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return true;
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}
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static void GameLoop()
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{
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RageTimer timer;
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while(1)
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{
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if(!HandleSDLEvents())
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return; /* exit the main loop (quit) */
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/*
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/*
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* Update
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* Update
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*/
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*/
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@@ -562,16 +567,14 @@ static void GameLoop()
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SCREENMAN->Update( fDeltaTime );
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SCREENMAN->Update( fDeltaTime );
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SOUNDMAN->Update( fDeltaTime );
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SOUNDMAN->Update( fDeltaTime );
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/* Important: Process input AFTER updaing game logic, or input will be acting on song beat from last frame */
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/* Important: Process input AFTER updating game logic, or input will be acting on song beat from last frame */
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HandleInputEvents( fDeltaTime );
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HandleInputEvents( fDeltaTime );
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/*
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/*
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* Render
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* Render
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*/
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*/
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DISPLAY->Clear();
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DISPLAY->Clear();
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SCREENMAN->Draw();
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SCREENMAN->Draw(); // draw the game
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DISPLAY->Flip();
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DISPLAY->Flip();
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if(g_bHasFocus)
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if(g_bHasFocus)
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