SBSPSS/source/system/gstate.cpp
2000-10-26 16:50:54 +00:00

123 lines
3.0 KiB
C++

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