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https://github.com/Xevion/Pac-Man.git
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docs: document many major functions, types, enums for important functionality
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25
src/app.rs
25
src/app.rs
@@ -12,6 +12,11 @@ use crate::constants::{CANVAS_SIZE, LOOP_TIME, SCALE};
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use crate::game::Game;
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use crate::platform::get_platform;
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/// Main application wrapper that manages SDL initialization, window lifecycle, and the game loop.
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///
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/// Handles platform-specific setup, maintains consistent frame timing, and delegates
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/// game logic to the contained `Game` instance. The app manages focus state to
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/// optimize CPU usage when the window loses focus.
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pub struct App {
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pub game: Game,
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last_tick: Instant,
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@@ -20,6 +25,16 @@ pub struct App {
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}
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impl App {
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/// Initializes SDL subsystems, creates the game window, and sets up the game state.
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///
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/// Performs comprehensive initialization including video/audio subsystems, platform-specific
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/// console setup, window creation with proper scaling, and canvas configuration. All SDL
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/// resources are leaked to maintain 'static lifetimes required by the game architecture.
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///
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/// # Errors
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///
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/// Returns `GameError::Sdl` if any SDL initialization step fails, or propagates
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/// errors from `Game::new()` during game state setup.
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pub fn new() -> GameResult<Self> {
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let sdl_context: &'static Sdl = Box::leak(Box::new(sdl2::init().map_err(|e| GameError::Sdl(e.to_string()))?));
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let video_subsystem: &'static VideoSubsystem =
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@@ -70,6 +85,16 @@ impl App {
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})
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}
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/// Executes a single frame of the game loop with consistent timing and optional sleep.
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///
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/// Calculates delta time since the last frame, runs game logic via `game.tick()`,
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/// and implements frame rate limiting by sleeping for remaining time if the frame
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/// completed faster than the target `LOOP_TIME`. Sleep behavior varies based on
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/// window focus to conserve CPU when the game is not active.
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///
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/// # Returns
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///
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/// `true` if the game should continue running, `false` if the game requested exit.
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pub fn run(&mut self) -> bool {
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{
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let start = Instant::now();
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