game_engine.c 6.0 KB

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  1. #include "game_engine.h"
  2. #include <furi.h>
  3. #include <gui/gui.h>
  4. #include <input/input.h>
  5. #include <notification/notification_messages.h>
  6. #include "clock_timer.h"
  7. typedef _Atomic uint32_t AtomicUint32;
  8. GameEngineSettings game_engine_settings_init() {
  9. GameEngineSettings settings;
  10. settings.fps = 30.0f;
  11. settings.show_fps = false;
  12. settings.always_backlight = true;
  13. settings.start_callback = NULL;
  14. settings.frame_callback = NULL;
  15. settings.stop_callback = NULL;
  16. settings.context = NULL;
  17. return settings;
  18. }
  19. struct GameEngine {
  20. Gui* gui;
  21. NotificationApp* notifications;
  22. FuriPubSub* input_pubsub;
  23. FuriThreadId thread_id;
  24. GameEngineSettings settings;
  25. };
  26. struct RunningGameEngine {
  27. GameEngine* engine;
  28. float fps;
  29. };
  30. typedef enum {
  31. GameThreadFlagUpdate = 1 << 0,
  32. GameThreadFlagStop = 1 << 1,
  33. } GameThreadFlag;
  34. #define GameThreadFlagMask (GameThreadFlagUpdate | GameThreadFlagStop)
  35. GameEngine* game_engine_alloc(GameEngineSettings settings) {
  36. furi_check(settings.frame_callback != NULL);
  37. GameEngine* engine = malloc(sizeof(GameEngine));
  38. engine->gui = furi_record_open(RECORD_GUI);
  39. engine->notifications = furi_record_open(RECORD_NOTIFICATION);
  40. engine->input_pubsub = furi_record_open(RECORD_INPUT_EVENTS);
  41. engine->thread_id = furi_thread_get_current_id();
  42. engine->settings = settings;
  43. return engine;
  44. }
  45. void game_engine_free(GameEngine* engine) {
  46. furi_record_close(RECORD_GUI);
  47. furi_record_close(RECORD_NOTIFICATION);
  48. furi_record_close(RECORD_INPUT_EVENTS);
  49. free(engine);
  50. }
  51. static void canvas_printf(Canvas* canvas, uint8_t x, uint8_t y, const char* format, ...) {
  52. FuriString* string = furi_string_alloc();
  53. va_list args;
  54. va_start(args, format);
  55. furi_string_vprintf(string, format, args);
  56. va_end(args);
  57. canvas_draw_str(canvas, x, y, furi_string_get_cstr(string));
  58. furi_string_free(string);
  59. }
  60. static void clock_timer_callback(void* context) {
  61. GameEngine* engine = context;
  62. furi_thread_flags_set(engine->thread_id, GameThreadFlagUpdate);
  63. }
  64. static const GameKey keys[] = {
  65. [InputKeyUp] = GameKeyUp,
  66. [InputKeyDown] = GameKeyDown,
  67. [InputKeyRight] = GameKeyRight,
  68. [InputKeyLeft] = GameKeyLeft,
  69. [InputKeyOk] = GameKeyOk,
  70. [InputKeyBack] = GameKeyBack,
  71. };
  72. static const size_t keys_count = sizeof(keys) / sizeof(keys[0]);
  73. static void input_events_callback(const void* value, void* context) {
  74. AtomicUint32* input_state = context;
  75. const InputEvent* event = value;
  76. if(event->key < keys_count) {
  77. switch(event->type) {
  78. case InputTypePress:
  79. *input_state |= (keys[event->key]);
  80. break;
  81. case InputTypeRelease:
  82. *input_state &= ~(keys[event->key]);
  83. break;
  84. default:
  85. break;
  86. }
  87. }
  88. }
  89. void game_engine_run(GameEngine* engine) {
  90. // input state
  91. AtomicUint32 input_state = 0;
  92. uint32_t input_prev_state = 0;
  93. // set backlight if needed
  94. if(engine->settings.always_backlight) {
  95. notification_message(engine->notifications, &sequence_display_backlight_enforce_on);
  96. }
  97. // acquire gui canvas
  98. Canvas* canvas = gui_direct_draw_acquire(engine->gui);
  99. // subscribe to input events
  100. FuriPubSubSubscription* input_subscription =
  101. furi_pubsub_subscribe(engine->input_pubsub, input_events_callback, &input_state);
  102. // call start callback, if any
  103. if(engine->settings.start_callback) {
  104. engine->settings.start_callback(engine, engine->settings.context);
  105. }
  106. // start "game update" timer
  107. clock_timer_start(clock_timer_callback, engine, engine->settings.fps);
  108. // init fps counter
  109. uint32_t time_start = DWT->CYCCNT;
  110. // create running engine
  111. RunningGameEngine run = {
  112. .engine = engine,
  113. };
  114. while(true) {
  115. uint32_t flags =
  116. furi_thread_flags_wait(GameThreadFlagMask, FuriFlagWaitAny, FuriWaitForever);
  117. furi_check((flags & FuriFlagError) == 0);
  118. if(flags & GameThreadFlagUpdate) {
  119. // update fps counter
  120. uint32_t time_end = DWT->CYCCNT;
  121. uint32_t time_delta = time_end - time_start;
  122. time_start = time_end;
  123. // update input state
  124. uint32_t input_current_state = input_state;
  125. InputState input = {
  126. .held = input_current_state,
  127. .pressed = input_current_state & ~input_prev_state,
  128. .released = ~input_current_state & input_prev_state,
  129. };
  130. input_prev_state = input_current_state;
  131. // clear screen
  132. canvas_reset(canvas);
  133. // calculate actual fps
  134. run.fps = (float)SystemCoreClock / time_delta;
  135. // do the work
  136. engine->settings.frame_callback(&run, canvas, input, engine->settings.context);
  137. // show fps if needed
  138. if(engine->settings.show_fps) {
  139. canvas_set_color(canvas, ColorXOR);
  140. canvas_printf(canvas, 0, 7, "%u", (uint32_t)roundf(run.fps));
  141. }
  142. // and output screen buffer
  143. canvas_commit(canvas);
  144. }
  145. if(flags & GameThreadFlagStop) {
  146. break;
  147. }
  148. }
  149. // stop timer
  150. clock_timer_stop();
  151. // call stop callback, if any
  152. if(engine->settings.stop_callback) {
  153. engine->settings.stop_callback(engine, engine->settings.context);
  154. }
  155. // release gui canvas and unsubscribe from input events
  156. gui_direct_draw_release(engine->gui);
  157. furi_pubsub_unsubscribe(engine->input_pubsub, input_subscription);
  158. if(engine->settings.always_backlight) {
  159. notification_message(engine->notifications, &sequence_display_backlight_enforce_auto);
  160. }
  161. }
  162. void running_game_engine_stop(RunningGameEngine* run) {
  163. furi_thread_flags_set(run->engine->thread_id, GameThreadFlagStop);
  164. }
  165. float running_game_engine_get_delta_time(RunningGameEngine* engine) {
  166. return 1.0f / engine->fps;
  167. }
  168. float running_game_engine_get_delta_frames(RunningGameEngine* engine) {
  169. return engine->fps / engine->engine->settings.fps;
  170. }