SBSPSS/source/system/gstate.cpp

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/*=========================================================================
gstate.cpp
Author: PKG
Created:
Project: PRLSR
Purpose:
Copyright (c) 2000 Climax Development Ltd
===========================================================================*/
#include "system\global.h"
#include "system\gstate.h"
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#ifndef __SYSTEM_CLICKCOUNT_H__
#include "system\clickcount.h"
#endif
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/*****************************************************************************/
static CScene *s_currentScene;
static CScene *s_pendingScene;
int GameState::s_timeSinceLast;
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static CClickCount s_clickCounter;
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/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void GameState::initialise()
{
s_currentScene=NULL;
s_pendingScene=NULL;
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void GameState::think()
{
updateTimer();
if( s_pendingScene )
{
if( !s_currentScene)
{
if( s_currentScene )
{
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s_currentScene->shutdown();
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}
s_currentScene=s_pendingScene;
s_pendingScene=NULL;
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s_currentScene->init();
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}
}
ASSERT(s_currentScene);
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s_currentScene->think(getFramesSinceLast());
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}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void GameState::render()
{
ASSERT(s_currentScene);
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s_currentScene->render();
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}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void GameState::setNextScene( CScene *_nextScene )
{
ASSERT(!s_pendingScene);
s_pendingScene=_nextScene;
}
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/*****************************************************************************/
CScene * GameState::getCurrentScene()
{
return s_currentScene;
}
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/*****************************************************************************/
CScene * GameState::getPendingScene()
{
return s_pendingScene;
}
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/*****************************************************************************/
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static int s_timeSpeed = ONE;
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void GameState::updateTimer()
{
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s_timeSinceLast = (s_clickCounter.timeSinceLast() * s_timeSpeed) >> 12;
if (s_timeSinceLast > 4 * 4096)
{
s_timeSinceLast = 4 * 4096;
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SYSTEM_DBGMSG("updateTimer loosing frames!");
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}
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}
/*===========================================================================
end */