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Indent timestep loop

Ok, NOW indent it. I didn't indent it previously because the diffs are
annoying to read if there's an indent that doesn't otherwise change
anything (and even now it's pretty annoying to read).
This commit is contained in:
Misa 2020-04-28 14:44:53 -07:00 committed by Ethan Lee
parent e2fe2d4c2b
commit c63036fcd3

View file

@ -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<float>(accumulator) / timesteplimit;