#include "common.hpp" #include bool debug_draw_cmodels = false; bool debug_draw_paths = false; bool debug_draw_tile_coords = false; render::state_t *debug_render; uint64_t nano_clock(void) { struct timespec ts; clock_gettime(CLOCK_MONOTONIC_RAW, &ts); return ts.tv_sec * 1000000000LLU + ts.tv_nsec; } int main() { uint64_t t0 = nano_clock(); sf::RenderWindow window(sf::VideoMode(800, 600), "Minitrem"); render::state_t render(&window); game::state_t game; interface::state_t interface(&window, &game); size_t frame = 0; double before = NAN; game.interface = &interface; debug_render = &render; window.setVerticalSyncEnabled(true); game::load_assets(); game.start(); while (1) { double now = (nano_clock() - t0) * 1.0e-9, dt; if (frame) dt = now - before; else dt = 0.01; game.tick(now, dt); interface.tick(dt); if (!window.isOpen()) break; window.clear(); render.begin_frame(now, dt); render.render(&game); interface.render_to(&render); render.end_frame(); before = now; frame++; } game.stop(); return 0; }