Esempio n. 1
0
File: Game.cs Progetto: MrK3w/Csharp
        static void Main(string[] args)
        {
            IntPtr win = IntPtr.Zero;
            IntPtr ren = IntPtr.Zero;

            SDL.SDL_Event e;

            uint frameStart;
            uint frameEnd;
            uint deltaTimeInMilliseconds = 0;

            if (!InitSDL(ref win, ref ren))
            {
                DestroySDL(ref win, ref ren);
                return;
            }

            scene.Init(ref ren);

            bool quit = false;

            while (!quit)
            {
                frameStart = SDL.SDL_GetTicks();
                while (SDL.SDL_PollEvent(out e) != 0)
                {
                    switch (e.type)
                    {
                    case SDL.SDL_EventType.SDL_QUIT:
                        quit = true;
                        break;

                    case SDL.SDL_EventType.SDL_WINDOWEVENT:
                        if (e.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_RESIZED)
                        {
                            int newWidth;
                            int newHeight;
                            SDL.SDL_GetWindowSize(win, out newWidth, out newHeight);
                            scene.Resize(newWidth, newHeight);
                        }
                        break;

                    case SDL.SDL_EventType.SDL_KEYDOWN:
                    case SDL.SDL_EventType.SDL_KEYUP:
                    {
                        if (e.key.keysym.sym == SDL.SDL_Keycode.SDLK_q)
                        {
                            quit = true;
                        }
                        else
                        {
                            //Pass event to the scene
                        }
                    }
                    break;

                    case SDL.SDL_EventType.SDL_MOUSEBUTTONDOWN:
                    case SDL.SDL_EventType.SDL_MOUSEBUTTONUP:
                    case SDL.SDL_EventType.SDL_MOUSEMOTION:
                    {
                        //Pass event to the scene
                    }
                    break;

                    default:
                        break;
                    }
                }

                SDL.SDL_SetRenderDrawColor(ren, 50, 50, 50, 255);       //Set color to BLACK
                SDL.SDL_RenderClear(ren);                               //Clear color buffer -> BLACK

                Update(deltaTimeInMilliseconds);                        //Using previously computed deltaTimeInMilliseconds -> Variable Frame Rate Game Loop
                Render(ref ren);

                frameEnd = SDL.SDL_GetTicks();
                deltaTimeInMilliseconds = frameEnd - frameStart;
            }

            DestroySDL(ref win, ref ren);
        }