timesynk/interface
kts df73d846d8 Both SDL and curses clients work on WIN32/64. The SDL client is fully working, as is expected, but the gameLoop timer/signal system does not work. The code is in place via preprocessor conditions but it would require a fake window to be created so the messaging system can be used. 2013-11-04 11:59:49 -08:00
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.sdl.c.swp Who knows what has been added! As far as I recall, *context(s) were tweaked, added compiled-in graphics for the SDL client, and probably some other stuff. 2013-10-14 19:21:33 -07:00
curses.c Both SDL and curses clients work on WIN32/64. The SDL client is fully working, as is expected, but the gameLoop timer/signal system does not work. The code is in place via preprocessor conditions but it would require a fake window to be created so the messaging system can be used. 2013-11-04 11:59:49 -08:00
curses.h Both SDL and curses clients work on WIN32/64. The SDL client is fully working, as is expected, but the gameLoop timer/signal system does not work. The code is in place via preprocessor conditions but it would require a fake window to be created so the messaging system can be used. 2013-11-04 11:59:49 -08:00
sdl.c Successfully recoded both SDL and curses client to use a model that ticks the world according to a Tick Event/Signal. How this works in SDL is a simple SDL Timer that pushes an SDL_USEREVENT with a code of EVENT_TICK at some interval in ms. The curses client works by calling setitimer with tickSignal as a callback, triggering whenever a SIGALRM signal is given. This was chosen for maximum cross-compatability for POSIX platforms, even though Linux has excellent timer fd support. Both the SDL and curses interfaces can have their tickrate modified by calling tickrate some_number_in_ms from the console. 0 stops the timer. For all of this to work, main() no longer has the while loop contained in it, but rather calls interfaceLoop() and lets the interface handle it (as this is extremely platform/api specific - some platforms have user input strongly tied into the drawing window (SDL), so we cannot use a monolithic select()-style while loop for all). Much more to be cleaned up, but this sets the foundation for network code. 2013-11-04 02:32:07 -08:00
sdl.h Successfully recoded both SDL and curses client to use a model that ticks the world according to a Tick Event/Signal. How this works in SDL is a simple SDL Timer that pushes an SDL_USEREVENT with a code of EVENT_TICK at some interval in ms. The curses client works by calling setitimer with tickSignal as a callback, triggering whenever a SIGALRM signal is given. This was chosen for maximum cross-compatability for POSIX platforms, even though Linux has excellent timer fd support. Both the SDL and curses interfaces can have their tickrate modified by calling tickrate some_number_in_ms from the console. 0 stops the timer. For all of this to work, main() no longer has the while loop contained in it, but rather calls interfaceLoop() and lets the interface handle it (as this is extremely platform/api specific - some platforms have user input strongly tied into the drawing window (SDL), so we cannot use a monolithic select()-style while loop for all). Much more to be cleaned up, but this sets the foundation for network code. 2013-11-04 02:32:07 -08:00