;;; guile-2d ;;; Copyright (C) 2013 David Thompson ;;; ;;; Guile-2d is free software: you can redistribute it and/or modify it ;;; under the terms of the GNU Lesser General Public License as ;;; published by the Free Software Foundation, either version 3 of the ;;; License, or (at your option) any later version. ;;; ;;; Guile-2d is distributed in the hope that it will be useful, but ;;; WITHOUT ANY WARRANTY; without even the implied warranty of ;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU ;;; Lesser General Public License for more details. ;;; ;;; You should have received a copy of the GNU Lesser General Public ;;; License along with this program. If not, see ;;; . ;;; Commentary: ;; ;; Game loop. ;; ;;; Code: (define-module (2d game-loop) #:use-module (ice-9 match) #:use-module (srfi srfi-2) #:use-module (srfi srfi-11) #:use-module ((sdl sdl) #:prefix SDL:) #:use-module (figl gl) #:use-module (2d agenda) #:use-module (2d coroutine) #:use-module (2d game) #:use-module (2d mvars) #:use-module (2d repl server) #:use-module (2d repl repl) #:use-module (2d stage) #:use-module (2d window) #:export (current-fps run-game quit-game pause-game resume-game game-running? game-paused?)) ;;; ;;; Constants ;;; (define target-fps 60) (define tick-interval (floor (/ 1000 target-fps))) ;;; ;;; Event Handling ;;; (define handle-events (let ((e (SDL:make-event))) (lambda (stage) "Handle all events in the SDL event queue." (while (SDL:poll-event e) (handle-event stage e))))) (define (handle-event stage e) "Call the relevant callbacks for the event, E." (case (SDL:event:type e) ((active) (stage-trigger stage 'active)) ((video-resize) (stage-trigger stage 'resize (SDL:event:resize:w e) (SDL:event:resize:h e))) ((quit) (quit-game) (stage-trigger stage 'quit)) ((key-down) (stage-trigger stage 'key-down (SDL:event:key:keysym:sym e) (SDL:event:key:keysym:mod e) (SDL:event:key:keysym:unicode e))) ((key-up) (stage-trigger stage 'key-up (SDL:event:key:keysym:sym e) (SDL:event:key:keysym:mod e) (SDL:event:key:keysym:unicode e))) ((mouse-motion) (stage-trigger stage 'mouse-motion (SDL:event:motion:state e) (SDL:event:motion:x e) (SDL:event:motion:y e) (SDL:event:motion:xrel e) (SDL:event:motion:yrel e))) ((mouse-button-down) (stage-trigger stage 'mouse-press (SDL:event:button:button e) (SDL:event:button:x e) (SDL:event:button:y e))) ((mouse-button-up) (stage-trigger stage 'mouse-click (SDL:event:button:button e) (SDL:event:button:x e) (SDL:event:button:y e))))) ;;; ;;; Frames Per Second ;;; (define game-fps 0) (define accumulate-fps! (let* ((elapsed-time 0) (fps 0)) (lambda (dt) "Increment the frames-per-second counter. Resets to 0 every second." (let ((new-time (+ elapsed-time dt)) (new-fps (1+ fps))) (if (>= new-time 1000) (begin (set! game-fps new-fps) (set! fps 0) (set! elapsed-time 0)) (begin (set! fps new-fps) (set! elapsed-time new-time))))))) (define (current-fps) "Return the current FPS value." game-fps) ;;; ;;; Update and Render ;;; (define (render stage dt) "Render a frame." (set-gl-matrix-mode (matrix-mode modelview)) (gl-load-identity) (gl-clear (clear-buffer-mask color-buffer depth-buffer)) (draw-stage stage) (SDL:gl-swap-buffers) (accumulate-fps! dt)) (define (update stage accumulator) "Call the update callback. The update callback will be called as many times as `tick-interval` can divide ACCUMULATOR. The return value is the unused accumulator time." (if (>= accumulator tick-interval) (begin (handle-events stage) (update-agenda) (update-stage stage) (update stage (- accumulator tick-interval))) accumulator)) ;;; ;;; REPL ;;; (define (run-repl-thunk thunk input output error stack) "Run THUNK with the given REPL STACK. I/O is redirected to the given INPUT, OUTPUT, and ERROR ports." (put-mvar repl-output-mvar (with-input-from-port input (lambda () (with-output-to-port output (lambda () (with-error-to-port error (lambda () (with-fluids ((*repl-stack* stack)) (thunk)))))))))) (define (run-repl) "Execute a thunk from the REPL is there is one." (unless (mvar-empty? repl-input-mvar) (and-let* ((vals (try-take-mvar repl-input-mvar))) (apply run-repl-thunk vals)))) ;;; ;;; Game Loop ;;; (define running? #f) (define paused? #f) (define (tick dt accumulator) "Advance the game by one frame." (if paused? (begin (run-repl) (SDL:delay tick-interval) accumulator) (catch #t (lambda () (let* ((stage (current-stage)) (remainder (update stage accumulator))) (run-repl) (render stage dt) remainder)) (lambda (key . args) (pause-game) accumulator) (lambda (key . args) (display-backtrace (make-stack #t) (current-output-port)))))) (define (game-loop last-time accumulator) "Update game state, and render. LAST-TIME is the time in milliseconds of the last iteration of the loop. ACCUMULATOR is the time in milliseconds that has passed since the last game update." (when running? (let* ((current-time (SDL:get-ticks)) (dt (- current-time last-time)) (accumulator (+ accumulator dt))) (game-loop current-time (tick dt accumulator))))) (define (run-game game) "Open a window and start the game loop for GAME." (open-window (game-title game) (game-resolution game) (game-fullscreen? game)) (set! running? #t) (resume-game) (push-scene (game-first-scene game)) (spawn-server) (game-loop (SDL:get-ticks) 0) (close-window)) (define (game-running?) (running?)) (define (game-paused?) (paused?)) (define (pause-game) "Pauses the game loop. Useful when developing." (set! paused? #t)) (define (resume-game) "Resumes the game loop." (set! paused? #f)) (define (quit-game) "Finish the current frame and terminate the game loop." (set! running? #f))