diff --git a/desktop_version/src/main.cpp b/desktop_version/src/main.cpp index 07bb9356..c06e26c0 100644 --- a/desktop_version/src/main.cpp +++ b/desktop_version/src/main.cpp @@ -333,225 +333,225 @@ int main(int argc, char *argv[]) while (accumulator >= timesteplimit) { - accumulator = fmodf(accumulator, timesteplimit); + accumulator = fmodf(accumulator, timesteplimit); - key.Poll(); - if(key.toggleFullscreen) - { - if(!gameScreen.isWindowed) + key.Poll(); + if(key.toggleFullscreen) { - SDL_ShowCursor(SDL_DISABLE); - SDL_ShowCursor(SDL_ENABLE); - } - else - { - SDL_ShowCursor(SDL_ENABLE); - } - - - if(game.gamestate == EDITORMODE) - { - SDL_ShowCursor(SDL_ENABLE); - } - - gameScreen.toggleFullScreen(); - game.fullscreen = !game.fullscreen; - key.toggleFullscreen = false; - - key.keymap.clear(); //we lost the input due to a new window. - game.press_left = false; - game.press_right = false; - game.press_action = true; - game.press_map = false; - } - - game.infocus = key.isActive; - if(!game.infocus) - { - Mix_Pause(-1); - Mix_PauseMusic(); - - if (!game.blackout) - { - FillRect(graphics.backBuffer, 0x00000000); - graphics.bprint(5, 110, "Game paused", 196 - help.glow, 255 - help.glow, 196 - help.glow, true); - graphics.bprint(5, 120, "[click to resume]", 196 - help.glow, 255 - help.glow, 196 - help.glow, true); - graphics.bprint(5, 220, "Press M to mute in game", 164 - help.glow, 196 - help.glow, 164 - help.glow, true); - graphics.bprint(5, 230, "Press N to mute music only", 164 - help.glow, 196 - help.glow, 164 - help.glow, true); - } - graphics.render(); - //We are minimised, so lets put a bit of a delay to save CPU - SDL_Delay(100); - } - else - { - Mix_Resume(-1); - Mix_ResumeMusic(); - game.gametimer++; - switch(game.gamestate) - { - case PRELOADER: - //Render - preloaderrender(); - break; -#if !defined(NO_CUSTOM_LEVELS) - case EDITORMODE: - graphics.flipmode = false; - //Input - editorinput(); - //Render - editorrender(); - ////Logic - editorlogic(); - break; -#endif - case TITLEMODE: - //Input - titleinput(); - //Render - titlerender(); - ////Logic - titlelogic(); - break; - case GAMEMODE: - if (script.running) + if(!gameScreen.isWindowed) { - script.run(); - } - - gameinput(); - gamerender(); - gamelogic(); - - - break; - case MAPMODE: - maprender(); - mapinput(); - maplogic(); - break; - case TELEPORTERMODE: - teleporterrender(); - if(game.useteleporter) - { - teleporterinput(); + SDL_ShowCursor(SDL_DISABLE); + SDL_ShowCursor(SDL_ENABLE); } else { + SDL_ShowCursor(SDL_ENABLE); + } + + + if(game.gamestate == EDITORMODE) + { + SDL_ShowCursor(SDL_ENABLE); + } + + gameScreen.toggleFullScreen(); + game.fullscreen = !game.fullscreen; + key.toggleFullscreen = false; + + key.keymap.clear(); //we lost the input due to a new window. + game.press_left = false; + game.press_right = false; + game.press_action = true; + game.press_map = false; + } + + game.infocus = key.isActive; + if(!game.infocus) + { + Mix_Pause(-1); + Mix_PauseMusic(); + + if (!game.blackout) + { + FillRect(graphics.backBuffer, 0x00000000); + graphics.bprint(5, 110, "Game paused", 196 - help.glow, 255 - help.glow, 196 - help.glow, true); + graphics.bprint(5, 120, "[click to resume]", 196 - help.glow, 255 - help.glow, 196 - help.glow, true); + graphics.bprint(5, 220, "Press M to mute in game", 164 - help.glow, 196 - help.glow, 164 - help.glow, true); + graphics.bprint(5, 230, "Press N to mute music only", 164 - help.glow, 196 - help.glow, 164 - help.glow, true); + } + graphics.render(); + //We are minimised, so lets put a bit of a delay to save CPU + SDL_Delay(100); + } + else + { + Mix_Resume(-1); + Mix_ResumeMusic(); + game.gametimer++; + switch(game.gamestate) + { + case PRELOADER: + //Render + preloaderrender(); + break; +#if !defined(NO_CUSTOM_LEVELS) + case EDITORMODE: + graphics.flipmode = false; + //Input + editorinput(); + //Render + editorrender(); + ////Logic + editorlogic(); + break; +#endif + case TITLEMODE: + //Input + titleinput(); + //Render + titlerender(); + ////Logic + titlelogic(); + break; + case GAMEMODE: if (script.running) { script.run(); } - gameinput(); - } - maplogic(); - break; - case GAMECOMPLETE: - gamecompleterender(); - //Input - gamecompleteinput(); - //Logic - gamecompletelogic(); - break; - case GAMECOMPLETE2: - gamecompleterender2(); - //Input - gamecompleteinput2(); - //Logic - gamecompletelogic2(); - break; - case CLICKTOSTART: - help.updateglow(); - break; - default: - break; + gameinput(); + gamerender(); + gamelogic(); + + + break; + case MAPMODE: + maprender(); + mapinput(); + maplogic(); + break; + case TELEPORTERMODE: + teleporterrender(); + if(game.useteleporter) + { + teleporterinput(); + } + else + { + if (script.running) + { + script.run(); + } + gameinput(); + } + maplogic(); + break; + case GAMECOMPLETE: + gamecompleterender(); + //Input + gamecompleteinput(); + //Logic + gamecompletelogic(); + break; + case GAMECOMPLETE2: + gamecompleterender2(); + //Input + gamecompleteinput2(); + //Logic + gamecompletelogic2(); + break; + case CLICKTOSTART: + help.updateglow(); + break; + default: + + break; + + } } - } + //Screen effects timers + if (game.infocus && game.flashlight > 0) + { + game.flashlight--; + } + if (game.infocus && game.screenshake > 0) + { + game.screenshake--; + } - //Screen effects timers - if (game.infocus && game.flashlight > 0) - { - game.flashlight--; - } - if (game.infocus && game.screenshake > 0) - { - game.screenshake--; - } + //We did editorinput, now it's safe to turn this off + key.linealreadyemptykludge = false; - //We did editorinput, now it's safe to turn this off - key.linealreadyemptykludge = false; + if (game.savemystats) + { + game.savemystats = false; + game.savestats(); + } - if (game.savemystats) - { - game.savemystats = false; - game.savestats(); - } - - //Mute button + //Mute button #if !defined(NO_CUSTOM_LEVELS) - bool inEditor = ed.textentry || ed.scripthelppage == 1; + bool inEditor = ed.textentry || ed.scripthelppage == 1; #else - bool inEditor = false; + bool inEditor = false; #endif - if (key.isDown(KEYBOARD_m) && game.mutebutton<=0 && !inEditor) - { - game.mutebutton = 8; + if (key.isDown(KEYBOARD_m) && game.mutebutton<=0 && !inEditor) + { + game.mutebutton = 8; + if (game.muted) + { + game.muted = false; + } + else + { + game.muted = true; + } + } + if(game.mutebutton>0) + { + game.mutebutton--; + } + + if (key.isDown(KEYBOARD_n) && game.musicmutebutton <= 0 && !inEditor) + { + game.musicmutebutton = 8; + game.musicmuted = !game.musicmuted; + } + if (game.musicmutebutton > 0) + { + game.musicmutebutton--; + } + if (game.muted) { - game.muted = false; + Mix_VolumeMusic(0) ; + Mix_Volume(-1,0); } else { - game.muted = true; + Mix_Volume(-1,MIX_MAX_VOLUME); + + if (game.musicmuted || game.completestop) + { + Mix_VolumeMusic(0); + } + else + { + Mix_VolumeMusic(MIX_MAX_VOLUME); + } } - } - if(game.mutebutton>0) - { - game.mutebutton--; - } - if (key.isDown(KEYBOARD_n) && game.musicmutebutton <= 0 && !inEditor) - { - game.musicmutebutton = 8; - game.musicmuted = !game.musicmuted; - } - if (game.musicmutebutton > 0) - { - game.musicmutebutton--; - } - - if (game.muted) - { - Mix_VolumeMusic(0) ; - Mix_Volume(-1,0); - } - else - { - Mix_Volume(-1,MIX_MAX_VOLUME); - - if (game.musicmuted || game.completestop) + if (key.resetWindow) { - Mix_VolumeMusic(0); + key.resetWindow = false; + gameScreen.ResizeScreen(-1, -1); } - else - { - Mix_VolumeMusic(MIX_MAX_VOLUME); - } - } - if(key.resetWindow) - { - key.resetWindow = false; - gameScreen.ResizeScreen(-1, -1); - } - - music.processmusic(); - graphics.processfade(); - game.gameclock(); - gameScreen.FlipScreen(); + music.processmusic(); + graphics.processfade(); + game.gameclock(); + gameScreen.FlipScreen(); } const float deltatime = rawdeltatime/1000.0f * 34.0f / timesteplimit; const float alpha = static_cast(accumulator) / timesteplimit;