summaryrefslogtreecommitdiff
path: root/src/main.cpp
blob: 9af27366a3c8b3f47927f029dedecaab721215c6 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
/*
This file is part of Minitrem.

Minitrem is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.

Minitrem is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Minitrem.  If not, see <http://www.gnu.org/licenses/>.
*/

#include "common.hpp"
#include <chrono>

bool debug_draw_cmodels = false;
bool debug_draw_paths = false;
bool debug_draw_tile_coords = false;
bool debug_AI = false;
render::state_t *debug_render;

static ntime_t nclock_ref;

// always > 0
ntime_t nclock(void)
{
	return std::chrono::high_resolution_clock::now().time_since_epoch() /
	       std::chrono::nanoseconds(1) - nclock_ref;
}

int main()
{
	nclock_ref = nclock() - 1;

	sf::RenderWindow window(sf::VideoMode(800, 600), "Minitrem");
	render::state_t render(&window);
	game::state_t game;
	interface::state_t interface(&window, &game);

	game.interface = &interface;
	debug_render = &render;
	window.setVerticalSyncEnabled(true);

	game::load_assets();
	game.start();

	while (1) {
		static ntime_t before = 0;
		ntime_t now = nclock();
		double dt;

		if (before)
			dt = (now - before) * 1.0e-9;
		else
			dt = 0.1;
		before = now;

		game.tick(now);
		interface.tick(dt);
		if (!window.isOpen())
			break;

		window.clear();
		render.begin_frame(now, dt);
		render.render(&game);
		game.compute_ambience(&render);
		interface.render_to(&render);
		audio::update(interface.camera_3d, game.paused);
		render.end_frame();
	}

	game.stop();
	return 0;
}