(define-module (gacela gacela)
#:use-module (gacela events)
#:use-module (gacela video)
- #:use-module ((gacela video) #:renamer (symbol-prefix-proc 'video:))
#:use-module (gacela audio)
#:use-module (ice-9 optargs)
#:export (*title*
define-mob
lambda-mob
define-checking-mobs)
- #:re-export ;(translate
- ( get-frame-time
+ #:re-export (get-frame-time
3d-mode?))
;;; Main Loop
-(define loop-flag #f)
+(define game-loop-flag #f)
(define game-loop-thread #f)
+(define game-loop-procedure #f)
(define-macro (run-in-game-loop proc)
(let ((pgl (string->symbol (string-concatenate (list (symbol->string proc) "-in-game-loop"))))
(run-in-game-loop resize-screen)
(define-macro (game . code)
- (if (null? code)
- #f
- `(call-with-new-thread (lambda () ,@code))))
+ `(set! game-loop-procedure
+ ,(if (null? code)
+ `#f
+ `(lambda (game-elements) ,@code))))
(define (init-gacela)
- (hide-all-mobs)
+; (hide-all-mobs)
(cond ((not game-loop-thread)
(set! game-loop-thread (call-with-new-thread (lambda () (cond ((not (game-running?)) (game-loop))))))))
- (while (not loop-flag))
+ (while (not game-loop-flag))
#t)
(define (quit-gacela)
- (hide-all-mobs)
+; (hide-all-mobs)
(set! game-loop-thread #f)
- (set! loop-flag #f))
+ (set! game-loop-flag #f)
+ (quit-video))
(define (game-loop)
- (refresh-active-mobs)
+; (refresh-active-mobs)
(init-video *width-screen* *height-screen* *bpp-screen* #:title *title* #:mode *mode* #:fps *frames-per-second*)
- (set! loop-flag #t)
- (while loop-flag
- (init-frame-time)
+ (set! game-loop-flag #t)
+ (let loop ((game-elements '()))
+ (cond (game-loop-flag
+ (init-frame-time)
; (check-connections)
- (process-events)
- (cond ((quit-signal?)
- (quit-gacela))
- (else
- (clear-screen)
- (to-origin)
- (refresh-active-mobs)
- (run-mobs)
- (draw-views)
- (flip-screen)
- (delay-frame))))
- (quit-video))
-
-(define (gacela-script args)
- (while loop-flag (sleep 1)))
+ (process-events)
+ (cond ((quit-signal?)
+ (quit-gacela))
+ (else
+ (clear-screen)
+ (to-origin)
+; (refresh-active-mobs)
+; (run-mobs)
+; (run-extensions)
+ (if game-loop-procedure
+ (catch #t
+ (lambda () (set! game-elements (game-loop-procedure game-elements)))
+ (lambda (key . args) #f)))
+ (process-game-elements game-elements)
+ (flip-screen)
+ (delay-frame)
+ (loop game-elements)))))))
(define (game-running?)
- loop-flag)
+ game-loop-flag)
+
+(define (process-game-elements elements)
+ (cond ((not (list? elements))
+ (process-game-elements (list elements)))
+ (else
+ (draw-meshes (filter (lambda (e) (mesh? e)) elements)))))
+
+(define (draw-meshes meshes)
+ (cond ((null? meshes) #t)
+ (else
+ (catch #t
+ (lambda () (mesh-draw (car meshes)))
+ (lambda (key . args) #f))
+ (draw-meshes (cdr meshes)))))
+
+;;; Extensions to main loop
+
+(define extensions '())
+
+(define (add-extension! proc pri)
+ "Add an extension with a priority to the main loop"
+ (set! extensions
+ (sort (assoc-set! extensions proc pri)
+ (lambda (a b)
+ (< (cdr a) (cdr b))))))
+
+(define (remove-extension! proc)
+ "Remove an extension from the main loop"
+ (set! extensions
+ (assoc-remove! extensions proc)))
+
+(define (run-extensions)
+ (for-each (lambda (x) ((car x))) extensions))
;;; Game Properties
,@body))
-;;; Views Factory
-
-(define active-views (make-hash-table))
-
-(define* (draw-views #:optional (views (hash-map->list (lambda (k v) v) active-views)))
- (cond ((not (null? views))
- (catch #t
- (lambda* () ((car views)))
- (lambda (key . args) #f))
- (draw-views (cdr views)))))
-
-(define-macro (define-view name content)
- `(begin
- (hash-set! active-views ',name (lambda () (glmatrix-block ,content)))
- ',name))
-
-
-;;; Views Primitives
-
-(define-macro (translate x y view-or-z . view)
- (let* ((z (if (null? view) 0 view-or-z))
- (view (if (null? view) view-or-z (car view))))
- `(begin
- (gltranslate ,x ,y ,z)
- ,view)))
-
-
(module-map (lambda (sym var)
(if (not (eq? sym '%module-public-interface))
(module-export! (current-module) (list sym))))