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Basic game loops in Raylib, SDL2 and Allegro5
#include <allegro5/allegro5.h>
#include <allegro5/allegro_primitives.h>
#include <stdio.h>
#include <stdlib.h>
#define WIN_WIDTH_PX (800)
#define WIN_HEIGHT_PX (800)
#define FPS (60.0f)
static void Initialize();
static void Terminate();
static void Draw();
static void Update(double dt, ALLEGRO_EVENT *ev);
static bool IsRunning();
static ALLEGRO_DISPLAY *display = NULL;
static ALLEGRO_EVENT_QUEUE *eq = NULL;
static ALLEGRO_TIMER *timer = NULL;
static bool redraw = true;
static bool doexit = false;
void UpdateCustom(double dt);
void DrawCustom(void);
int main() {
double timeNow = 0.0, prevTime = 0.0, dt = 0.0;
ALLEGRO_EVENT ev;
Initialize();
while (IsRunning()) {
al_wait_for_event(eq, &ev);
timeNow = al_get_time();
dt = timeNow - prevTime;
Update(dt, &ev);
Draw();
prevTime = timeNow;
}
Terminate();
return 0;
}
static void Initialize() {
time_t t;
srand(time(&t));
if (!al_init()) {
fprintf(stderr, "ERROR: Failed to initialize allegro!\n");
goto init_fail;
}
if (!al_init_primitives_addon()) {
fprintf(stderr, "ERROR: Failed to load primitives addon!\n");
goto prim_addon_fail;
}
timer = al_create_timer(1.0 / FPS);
if (!timer) {
fprintf(stderr, "ERROR: Failed to create timer!\n");
goto timer_fail;
}
display = al_create_display(WIN_WIDTH_PX, WIN_HEIGHT_PX);
if (!display) {
fprintf(stderr, "ERROR: Failed to create display!\n");
goto disp_fail;
}
eq = al_create_event_queue();
if (!eq) {
fprintf(stderr, "ERROR: Failed to create event queue!\n");
goto eq_fail;
}
al_register_event_source(eq, al_get_display_event_source(display));
al_register_event_source(eq, al_get_timer_event_source(timer));
al_set_window_title(display, "Test");
al_start_timer(timer);
return;
eq_fail:
disp_fail:
al_destroy_timer(timer);
timer_fail:
prim_addon_fail:
init_fail:
exit(1);
}
static void Terminate() {
al_destroy_event_queue(eq);
al_destroy_display(display);
al_destroy_timer(timer);
}
static void Draw() {
if (redraw && al_is_event_queue_empty(eq)) {
redraw = false;
al_clear_to_color(al_map_rgb(0x30, 0x34, 0x3f));
DrawCustom();
al_flip_display();
}
}
static void Update(double dt, ALLEGRO_EVENT *ev) {
static double updateTimer = 0.0;
if (ev->type == ALLEGRO_EVENT_DISPLAY_CLOSE) {
doexit = true;
return;
} else if (ev->type == ALLEGRO_EVENT_TIMER) {
redraw = true;
}
UpdateCustom(dt);
}
static bool IsRunning() { return !doexit; }
void UpdateCustom(double dt) {}
void DrawCustom(void) {}
//
// Basic Game Loop
//
// Engine/Framework: Raylib (https://www.raylib.com)
//
#include <stdbool.h>
#include "raylib.h"
#define WIN_WIDTH_PX (800) // Main window width in pixels
#define WIN_HEIGHT_PX (640) // Main window height in pixels
void GameInitialize();
void GameTerminate();
void GameDraw();
void GameProcessInput();
void GameUpdate();
bool IsGameRunning();
int main() {
GameInitialize();
while (IsGameRunning()) {
GameProcessInput();
GameUpdate();
GameDraw();
}
GameTerminate();
return 0;
}
void GameInitialize() {
SetTargetFPS(60);
InitWindow(WIN_WIDTH_PX, WIN_HEIGHT_PX,
"Polyengine Gamedev: Basic Game Loop: Raylib");
}
void GameTerminate() { CloseWindow(); }
void GameDraw() {
BeginDrawing();
ClearBackground(GetColor(0xbedecaff));
EndDrawing();
}
void GameProcessInput() {}
void GameUpdate() {}
bool IsGameRunning() { return !WindowShouldClose(); }
//
// Basic Game Loop
//
// Engine/Framework: Simple DirectMedia Layer - SDL (https://libsdl.org)
//
#include <stdbool.h>
#include <stdio.h>
#include "SDL.h"
#define WIN_WIDTH_PX (800) // Main window width in pixels
#define WIN_HEIGHT_PX (640) // Main window height in pixels
void GameInitialize();
void GameTerminate();
void GameDraw();
void GameProcessInput();
void GameUpdate();
bool IsGameRunning();
SDL_Window *gWin = NULL;
SDL_Renderer *gRen = NULL;
bool gQuit = false;
int main(int argc, char *argv[]) {
GameInitialize();
while (IsGameRunning()) {
GameProcessInput();
GameUpdate();
GameDraw();
}
GameTerminate();
return 0;
}
void GameInitialize() {
SDL_Init(SDL_INIT_VIDEO);
gWin = SDL_CreateWindow("Polyengine Gamedev: Basic Game Loop: SDL2",
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
WIN_WIDTH_PX, WIN_HEIGHT_PX, SDL_WINDOW_SHOWN);
gRen = SDL_CreateRenderer(
gWin, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
}
void GameTerminate() {
SDL_DestroyWindow(gWin);
SDL_Quit();
}
void GameDraw() {
SDL_SetRenderDrawColor(gRen, 0xbe, 0xde, 0xca, 0xff);
SDL_RenderClear(gRen);
SDL_RenderPresent(gRen);
}
void GameProcessInput() {
SDL_Event e;
while (SDL_PollEvent(&e) != 0) {
if (e.type == SDL_QUIT) {
gQuit = true;
}
}
}
void GameUpdate() {}
bool IsGameRunning() { return !gQuit; }
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