42 lines
1.2 KiB
C
42 lines
1.2 KiB
C
/*
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* This software is licensed under the terms of the MIT-License
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* See COPYING for further information.
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* ---
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* Copyright (c) 2011-2017, Lukas Weber <laochailan@web.de>.
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* Copyright (c) 2012-2017, Andrei Alexeyev <akari@alienslab.net>.
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*/
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#include "taisei.h"
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#include "global.h"
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Global global;
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void init_global(CLIAction *cli) {
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memset(&global, 0, sizeof(global));
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tsrand_init(&global.rand_game, time(0));
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tsrand_init(&global.rand_visual, time(0));
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tsrand_switch(&global.rand_visual);
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memset(&resources, 0, sizeof(Resources));
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memset(&global.replay, 0, sizeof(Replay));
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global.replaymode = REPLAY_RECORD;
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global.frameskip = cli->frameskip;
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if(global.frameskip) {
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log_warn("FPS limiter disabled. Gotta go fast! (frameskip = %i)", global.frameskip);
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}
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fpscounter_reset(&global.fps.logic);
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fpscounter_reset(&global.fps.render);
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fpscounter_reset(&global.fps.busy);
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}
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// Inputdevice-agnostic method of checking whether a game control is pressed.
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// ALWAYS use this instead of SDL_GetKeyState if you need it.
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// XXX: Move this somewhere?
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bool gamekeypressed(KeyIndex key) {
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return SDL_GetKeyboardState(NULL)[config_get_int(KEYIDX_TO_CFGIDX(key))] || gamepad_game_key_pressed(key);
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}
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