game_engine.c 6.4 KB

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  1. #include "game_engine.h"
  2. #include <furi.h>
  3. #include <furi_hal_rtc.h>
  4. #include <gui/gui.h>
  5. #include <input/input.h>
  6. #include <notification/notification_messages.h>
  7. #include "clock_timer.h"
  8. typedef _Atomic uint32_t AtomicUint32;
  9. typedef struct {
  10. bool lefty;
  11. AtomicUint32 state;
  12. } InputHolder;
  13. GameEngineSettings game_engine_settings_init() {
  14. GameEngineSettings settings;
  15. settings.target_fps = 30.0f;
  16. settings.show_fps = false;
  17. settings.always_backlight = true;
  18. settings.start_callback = NULL;
  19. settings.frame_callback = NULL;
  20. settings.stop_callback = NULL;
  21. settings.context = NULL;
  22. return settings;
  23. }
  24. struct GameEngine {
  25. Gui* gui;
  26. NotificationApp* notifications;
  27. FuriPubSub* input_pubsub;
  28. FuriThreadId thread_id;
  29. GameEngineSettings settings;
  30. float fps;
  31. };
  32. typedef enum {
  33. GameThreadFlagUpdate = 1 << 0,
  34. GameThreadFlagStop = 1 << 1,
  35. } GameThreadFlag;
  36. #define GameThreadFlagMask (GameThreadFlagUpdate | GameThreadFlagStop)
  37. GameEngine* game_engine_alloc(GameEngineSettings settings) {
  38. furi_check(settings.frame_callback != NULL);
  39. GameEngine* engine = malloc(sizeof(GameEngine));
  40. engine->gui = furi_record_open(RECORD_GUI);
  41. engine->notifications = furi_record_open(RECORD_NOTIFICATION);
  42. engine->input_pubsub = furi_record_open(RECORD_INPUT_EVENTS);
  43. engine->thread_id = furi_thread_get_current_id();
  44. engine->settings = settings;
  45. engine->fps = 1.0f;
  46. return engine;
  47. }
  48. void game_engine_free(GameEngine* engine) {
  49. furi_record_close(RECORD_GUI);
  50. furi_record_close(RECORD_NOTIFICATION);
  51. furi_record_close(RECORD_INPUT_EVENTS);
  52. free(engine);
  53. }
  54. static void clock_timer_callback(void* context) {
  55. GameEngine* engine = context;
  56. furi_thread_flags_set(engine->thread_id, GameThreadFlagUpdate);
  57. }
  58. static const GameKey keys_right_hand[] = {
  59. [InputKeyUp] = GameKeyUp,
  60. [InputKeyDown] = GameKeyDown,
  61. [InputKeyRight] = GameKeyRight,
  62. [InputKeyLeft] = GameKeyLeft,
  63. [InputKeyOk] = GameKeyOk,
  64. [InputKeyBack] = GameKeyBack,
  65. };
  66. static const GameKey keys_left_hand[] = {
  67. [InputKeyUp] = GameKeyDown,
  68. [InputKeyDown] = GameKeyUp,
  69. [InputKeyRight] = GameKeyLeft,
  70. [InputKeyLeft] = GameKeyRight,
  71. [InputKeyOk] = GameKeyOk,
  72. [InputKeyBack] = GameKeyBack,
  73. };
  74. static_assert(
  75. sizeof(keys_right_hand) == sizeof(keys_left_hand),
  76. "keys_right_hand and keys_left_hand do not match!");
  77. static const size_t keys_count = sizeof(keys_right_hand) / sizeof(keys_right_hand[0]);
  78. static void input_events_callback(const void* value, void* context) {
  79. InputHolder* holder = context;
  80. const InputEvent* event = value;
  81. const GameKey* keys = holder->lefty ? keys_left_hand : keys_right_hand;
  82. if(event->key < keys_count) {
  83. switch(event->type) {
  84. case InputTypePress:
  85. holder->state |= (keys[event->key]);
  86. break;
  87. case InputTypeRelease:
  88. holder->state &= ~(keys[event->key]);
  89. break;
  90. default:
  91. break;
  92. }
  93. }
  94. }
  95. void game_engine_run(GameEngine* engine) {
  96. // input state
  97. InputHolder input_state = {
  98. .lefty = furi_hal_rtc_is_flag_set(FuriHalRtcFlagHandOrient),
  99. .state = 0,
  100. };
  101. uint32_t input_prev_state = 0;
  102. // set backlight if needed
  103. if(engine->settings.always_backlight) {
  104. notification_message(engine->notifications, &sequence_display_backlight_enforce_on);
  105. }
  106. // acquire gui canvas
  107. Canvas* canvas = gui_direct_draw_acquire(engine->gui);
  108. // subscribe to input events
  109. FuriPubSubSubscription* input_subscription =
  110. furi_pubsub_subscribe(engine->input_pubsub, input_events_callback, &input_state);
  111. // call start callback, if any
  112. if(engine->settings.start_callback) {
  113. engine->settings.start_callback(engine, engine->settings.context);
  114. }
  115. // start "game update" timer
  116. clock_timer_start(clock_timer_callback, engine, engine->settings.target_fps);
  117. // init fps counter
  118. uint32_t time_start = DWT->CYCCNT;
  119. while(true) {
  120. uint32_t flags =
  121. furi_thread_flags_wait(GameThreadFlagMask, FuriFlagWaitAny, FuriWaitForever);
  122. furi_check((flags & FuriFlagError) == 0);
  123. if(flags & GameThreadFlagUpdate) {
  124. // update fps counter
  125. uint32_t time_end = DWT->CYCCNT;
  126. uint32_t time_delta = time_end - time_start;
  127. time_start = time_end;
  128. // update input state
  129. uint32_t input_current_state = input_state.state;
  130. InputState input = {
  131. .held = input_current_state,
  132. .pressed = input_current_state & ~input_prev_state,
  133. .released = ~input_current_state & input_prev_state,
  134. };
  135. input_prev_state = input_current_state;
  136. // clear screen
  137. canvas_reset(canvas);
  138. // calculate actual fps
  139. engine->fps = (float)SystemCoreClock / time_delta;
  140. // do the work
  141. engine->settings.frame_callback(engine, canvas, input, engine->settings.context);
  142. // show fps if needed
  143. if(engine->settings.show_fps) {
  144. canvas_set_color(canvas, ColorXOR);
  145. canvas_printf(canvas, 0, 7, "%u", (uint32_t)roundf(engine->fps));
  146. }
  147. // and output screen buffer
  148. canvas_commit(canvas);
  149. // throttle a bit
  150. furi_delay_tick(2);
  151. }
  152. if(flags & GameThreadFlagStop) {
  153. break;
  154. }
  155. }
  156. // stop timer
  157. clock_timer_stop();
  158. // call stop callback, if any
  159. if(engine->settings.stop_callback) {
  160. engine->settings.stop_callback(engine, engine->settings.context);
  161. }
  162. // release gui canvas and unsubscribe from input events
  163. gui_direct_draw_release(engine->gui);
  164. furi_pubsub_unsubscribe(engine->input_pubsub, input_subscription);
  165. if(engine->settings.always_backlight) {
  166. notification_message(engine->notifications, &sequence_display_backlight_enforce_auto);
  167. }
  168. }
  169. void game_engine_stop(GameEngine* engine) {
  170. furi_thread_flags_set(engine->thread_id, GameThreadFlagStop);
  171. }
  172. float game_engine_get_delta_time(GameEngine* engine) {
  173. return 1.0f / engine->fps;
  174. }
  175. float game_engine_get_delta_frames(GameEngine* engine) {
  176. return engine->fps / engine->settings.target_fps;
  177. }
  178. void game_engine_show_fps_set(GameEngine* engine, bool show_fps) {
  179. engine->settings.show_fps = show_fps;
  180. }