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mainx11.cpp
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mainx11.cpp
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#include <stdio.h>
#include <iostream>
#include "ansigame.h"
#include <unistd.h>
#include <sys/time.h>
#include <X11/Xlib.h>
#include <X11/keysym.h>
//#include "icon2.xpm"
using namespace std;
int fps = 60; // change to 50 or 30 or 15 if you want
float w = 1000000/fps;
int waittime = int(w);
int _wait = waittime;
float cpu_pct = 0.0;
float fpscalc = 0.0;
struct timeval framestart, frameend;
bool ENABLE_DEBUG = true;
int frames = 0;
ANSIGame g;
char inputbuffer[16];
void gameloop()
{
g.tx_plot2(std::to_string(inputbuffer[0]).c_str(), BCYAN, BLACK, 30, 10);
frames++;
if(frames==fps) { frames = 0; }
}
bool isKeyPressed(KeySym k)
{
KeySym keysym = k;
Display *dpy;
dpy = XOpenDisplay(NULL);
KeyCode keycode = XKeysymToKeycode(dpy, keysym);
if (keycode != 0)
{
char keys[32];
XQueryKeymap(dpy, keys);
XCloseDisplay(dpy);
return (keys[keycode / 8] & (1 << (keycode % 8))) != 0;
}
else
{
XCloseDisplay(dpy);
return false;
}
}
void check_input()
{
if(isKeyPressed(XK_Left))
{ cout << "LEFT"; }
if(isKeyPressed(XK_Right)){
cout << "RIGHT"; }
if(isKeyPressed(XK_Up)){
cout << "UP"; }
if(isKeyPressed(XK_Down)){
cout << "DOWN"; }
if(isKeyPressed(XK_z)){
cout << "(1)"; }
if(isKeyPressed(XK_x)){
cout << "(2)"; }
cout << " ";
}
#include "assets/icon2.xpm"
int init()
{
g.key_echo(false);
g.wait_for_resize();
g.clear_screen();
g.show_cursor(false);
g.tx_draw_xpm(sample_xpm, 10, 5);
return 0;
}
int debug()
{
cpu_pct = (float)((waittime-_wait)*100.0 / waittime);
if(cpu_pct>0)
{
g.tx_plot2(std::to_string(cpu_pct).c_str(), BRED, BLACK, 0, 0);
g.tx_plot2(" % CPU ", WHITE, BLACK, 5, 0);
}
gettimeofday(&frameend, NULL);
fpscalc = 1000000.0/((frameend.tv_usec - framestart.tv_usec));
framestart = frameend;
if(fpscalc>0)
{
g.tx_plot2(std::to_string(fpscalc).c_str(), BCYAN, BLACK, 20, 0);
g.tx_plot2(" FPS ", BCYAN, BLACK, 25, 0);
}
return 0;
}
int main()
{
init();
//thread input_monitor(check_input);
struct timeval tv1, tv2;
while(1) // TODO
{
// _wait is the expected FPS in us minus code exec time.
usleep(_wait);
//^ somehow replace this with getch?
// EXEC CODE MARK:
gettimeofday(&tv1, NULL);
//
// run the game loop (bulk of code here!)
gameloop();
g.draw();
check_input();
// EXEC CODE MARK:
gettimeofday(&tv2, NULL);
_wait = waittime - (tv2.tv_usec-tv1.tv_usec); // calc new wait time: this amounts to vblank.
if(_wait <= 0) { _wait = 1; }
else if(_wait >= waittime) { _wait = waittime; }
//
if(ENABLE_DEBUG == true) { debug(); }
// update screen all at once - don't make more changes after this point.
fflush(stdout);
}
//input_monitor.join();
return g.tx_quit();
}