Sly 1:Executable: Difference between revisions

→‎Game loop: Tweaked main game loop
(→‎IOP module libraries: rename (using official sce terminology), less wonky that way)
(→‎Game loop: Tweaked main game loop)
Line 53:
 
* First, check if <code>g_mpeg</code> has an [[MPEG]] queued to be played. If so:
** <code>FlushFrames(1)</code> – CallsCall some graphics functions and swap the graphics synthesizer buffers
** <code>CTransitiong_transition::Execute(&g_transition)</code> – ExecutesExecute the MPEG on the global [[Sly 1:Transition|transitionCTransition]] instance
* Check if <code>g_transition</code> has a pending transition (i.e. <code>m_fPending != 0</code>). If so:
** <code>FlushFrames(1)</code>
** Call a function that calls <code>CMpeg::Execute</code> on the <code>g_transition</code> instance.
* Check '''again''' if <code>g_mpeg</code> has an MPEG queued to be played (this happens if two MPEGs were queued to play back-to-back). If so:
** <code>FlushFrames(1)</code>
** <code>CTransitiong_transition::Execute(&g_transition)</code>
* <code>UpdateJoy(&g_joy)</code> – Handles [[Sly 1:Input|controller input]]
* <code>UpdateCodes()</code> – WatchesWatche for [[Sly 1:Cheat codes|cheat code]] inputs
* Call an unknown function that handles saving the game.
* <code>UpdateUi(&g_ui)</code> – UpdatesUpdate the state of the [[Sly 1:Screen|GUI]]
* <code>UpdateGameState(g_clock.dt)</code> – UpdatesUpdate the running timers on the [[Sly 1:GS|game state]] structs
* <code>if (g_psw != NULLPTR)</code> – If g_psw is nothas nullbeen initialized..
** <code>SetupCm(g_pcm)</code> – SetsSet up some [[Sly 1:Camera|camera]] values to render the next frame
** <code>OpenFrame()</code> – PreparesPrepare to render the next frame
** <code>MarkClockTick(&g_clock)</code> – UpdatesUpdate the global [[Sly 1:Clock|clock]] values
** Grab a particular function pointer from the <code>g_psw</code> struct and execute it if it is not NULL. The function's purpose is unknown but it takes <code>g_clock.dt</code> as an argument, so it's probably an Update function.
** <code>RenderSw(g_psw, g_pcm)</code> – RendersRender [[Sly 1:SW|game objects]] from the given camera perspective
** <code>RenderUi()</code> – RendersRender the GUIUI [[Sly 1:BLOT|blots]] on the current frame
** <code>DrawSw(g_psw, g_pcm)</code> – DrawsDraw the game objects from the given camera perspective
** <code>DrawUi()</code> – DrawsDraw the GUIUI elements on the frame
** <code>CloseFrame()</code> – FinishesFinish rendering the frame
* Increment the global frame counter, <code>g_cframe</code>.