63 lines
1.4 KiB
C
63 lines
1.4 KiB
C
#include <assets.h>
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#include <game.h>
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#include <SDL2/SDL.h>
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#include <stdbool.h>
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#include <time.h>
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int sleepNanos(long int ns) {
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struct timespec time;
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time.tv_sec = ns / 1000000000;
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time.tv_nsec = ns % 1000000000;
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return nanosleep(&time, NULL);
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}
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typedef struct {
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GraphicsContext *gfx;
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} GameState;
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int onFrame(VB *sim) {
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static uint8_t leftEye[384*224];
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static uint8_t rightEye[384*224];
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GameState *state;
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GraphicsContext *gfx;
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state = vbGetUserData(sim);
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gfx = state->gfx;
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vbGetPixels(sim, leftEye, 1, 384, rightEye, 1, 384);
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gfxUpdateLeftEye(gfx, leftEye);
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gfxUpdateRightEye(gfx, rightEye);
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gfxRender(gfx);
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return 1;
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}
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#define MAX_STEP_CLOCKS 20000000
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int runGame(VB *sim, GraphicsContext *gfx) {
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uint32_t clocks;
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SDL_Event event;
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GameState state;
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uint64_t ticks, prevTicks;
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state.gfx = gfx;
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vbSetUserData(sim, &state);
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vbSetFrameCallback(sim, &onFrame);
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gfxUpdateLeftEye(gfx, LEFT_EYE_DEFAULT);
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gfxUpdateRightEye(gfx, RIGHT_EYE_DEFAULT);
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prevTicks = SDL_GetTicks64();
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while (1) {
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clocks = MAX_STEP_CLOCKS;
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vbEmulate(sim, &clocks);
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ticks = SDL_GetTicks64();
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_QUIT) {
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return 0;
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}
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}
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sleepNanos(((MAX_STEP_CLOCKS - clocks) * 50) - (ticks - prevTicks) * 1000);
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prevTicks = ticks;
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}
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}
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