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#include "context.h"
#include "renderer.h"
#include <math.h>
#include <time.h>
#include "platform.h"
struct ty_ctx ctx;
extern struct ty_renderer r;
void ty_init(struct ty_creation_hints creation_hints)
{
ty_init_mem();
ctx.creation_hints = creation_hints;
ctx.ticrate = 1.0 / creation_hints.ticrate;
ctx.prev_tic_ts = 0;
ty_platform_init(&ctx);
ty_init_renderer();
}
void ty_deinit(void)
{
ty_platform_deinit();
ty_deinit_renderer();
ty_deinit_mem();
}
bool ty_is_game_running(void)
{
return !ty_platform_os_wants_quit();
}
double ty_get_time(void)
{
return ty_platform_get_time();
}
int ty_tick(void)
{
double current_time = ty_get_time();
double time_since_tic = current_time - ctx.prev_tic_ts;
int tics = time_since_tic / ctx.ticrate;
if (tics > 0) {
ctx.prev_tic_ts = current_time;
ty_platform_frame(r.screen);
}
return tics;
}
// TODO: Find a better place for this
void ty_sleep(uint64_t ms)
{
struct timespec ts;
ts.tv_sec = ms / 1000;
ts.tv_nsec = (ms % 1000) * 1000000;
nanosleep(&ts, NULL);
}
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