Add some missing guards and debug messages for gamestate handling

This commit is contained in:
Sebastian Krzyszkowiak 2018-09-10 04:36:18 +02:00
parent 3e7d9812a3
commit 532727b15c
No known key found for this signature in database
GPG key ID: E8F235CF3BDBC3FF
3 changed files with 17 additions and 3 deletions

View file

@ -106,7 +106,7 @@ SYMBOL_EXPORT void StartGamestate(struct Game* game, const char* name) {
PrintConsole(game, "Gamestate \"%s\" already started.", name);
return;
}
if (!gs->loaded) {
if (!gs->loaded && !gs->pending_load) {
LoadGamestate(game, name);
}
gs->pending_start = true;

View file

@ -51,6 +51,7 @@ struct Gamestate {
bool showLoading;
bool paused;
bool fromlib;
bool open;
struct Gamestate* next;
struct Gamestate_API* api;
ALLEGRO_BITMAP* fb;

View file

@ -304,6 +304,7 @@ SYMBOL_INTERNAL bool OpenGamestate(struct Game* game, struct Gamestate* gamestat
} else {
gamestate->fb = al_create_sub_bitmap(al_get_backbuffer(game->display), game->_priv.clip_rect.x, game->_priv.clip_rect.y, game->_priv.clip_rect.w, game->_priv.clip_rect.h);
}
gamestate->open = true;
return true;
}
@ -356,10 +357,14 @@ SYMBOL_INTERNAL struct Gamestate* AllocateGamestate(struct Game* game, const cha
tmp->api = NULL;
tmp->fromlib = true;
tmp->progressCount = 0;
tmp->open = false;
return tmp;
}
SYMBOL_INTERNAL void CloseGamestate(struct Game* game, struct Gamestate* gamestate) {
if (!gamestate->open) {
return;
}
if (gamestate->handle && !RUNNING_ON_VALGRIND) {
#ifndef LEAK_SANITIZER
PrintConsole(game, "Closing gamestate \"%s\"...", gamestate->name);
@ -542,6 +547,9 @@ SYMBOL_INTERNAL char* GetLibraryPath(struct Game* game, char* filename) {
}
SYMBOL_INTERNAL void PauseExecution(struct Game* game) {
if (game->_priv.paused) {
return;
}
game->_priv.paused = true;
al_stop_timer(game->_priv.timer);
al_detach_voice(game->audio.v);
@ -551,15 +559,16 @@ SYMBOL_INTERNAL void PauseExecution(struct Game* game) {
SYMBOL_INTERNAL void ReloadCode(struct Game* game) {
ReloadShaders(game, true);
PrintConsole(game, "DEBUG: reloading the gamestates...");
PrintConsole(game, "DEBUG: Reloading the gamestates...");
struct Gamestate* tmp = game->_priv.gamestates;
while (tmp) {
if (tmp->fromlib) {
if (tmp->open && tmp->fromlib) {
char* name = strdup(tmp->name);
CloseGamestate(game, tmp);
tmp->name = name;
if (OpenGamestate(game, tmp) && LinkGamestate(game, tmp) && tmp->loaded) {
if (tmp->api->Gamestate_Reload) {
PrintConsole(game, "[%s] Reloading...", tmp->name);
tmp->api->Gamestate_Reload(game, tmp->data);
}
} else {
@ -569,9 +578,13 @@ SYMBOL_INTERNAL void ReloadCode(struct Game* game) {
}
tmp = tmp->next;
}
PrintConsole(game, "DEBUG: Reloading done.");
}
SYMBOL_INTERNAL void ResumeExecution(struct Game* game) {
if (!game->_priv.paused) {
return;
}
UnfreezeGamestates(game);
al_attach_mixer_to_voice(game->audio.mixer, game->audio.v);
al_resume_timer(game->_priv.timer);