Removed DUSK_ prefix
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@@ -289,7 +289,7 @@ void consoleUpdate() {
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exec->cmd->function(exec);
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}
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// #if DUSK_KEYBOARD_SUPPORT == 1
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// #if KEYBOARD_SUPPORT == 1
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// uint8_t key;
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// while((key = inputKeyboardPop()) != 0) {
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// printf("Key pressed: %c\n", key);
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@@ -41,7 +41,7 @@ typedef struct {
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bool_t visible;
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// May move these later
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// #if DUSK_KEYBOARD_SUPPORT == 1
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// #if KEYBOARD_SUPPORT == 1
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// char_t inputBuffer[CONSOLE_LINE_MAX];
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// int32_t inputIndex;
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// #endif
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@@ -37,14 +37,14 @@ void gameUpdate(void) {
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// Game logic is tied to 60FPS for now, saves me a lot of hassle with float
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// issues
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float_t timeSinceLastTick = TIME.time - TIME.lastTick;
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while(timeSinceLastTick >= DUSK_TIME_STEP) {
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while(timeSinceLastTick >= TIME_STEP) {
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sceneUpdate();
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uiTextboxUpdate();
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eventUpdate();
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inputUpdate();
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timeSinceLastTick -= DUSK_TIME_STEP;
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timeSinceLastTick -= TIME_STEP;
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TIME.lastTick = TIME.time;
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}
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@@ -15,18 +15,18 @@ void timeInit(void) {
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memoryZero(&TIME, sizeof(TIME));
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// Set these to something non-zero.
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TIME.lastTick = DUSK_TIME_STEP;
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TIME.delta = TIME.realDelta = DUSK_TIME_STEP;
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TIME.realTime = TIME.time = DUSK_TIME_STEP * 2;
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TIME.lastTick = TIME_STEP;
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TIME.delta = TIME.realDelta = TIME_STEP;
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TIME.realTime = TIME.time = TIME_STEP * 2;
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}
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void timeUpdate(void) {
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TIME.realDelta = timeDeltaGet();
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#if DUSK_TIME_DYNAMIC
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#if TIME_DYNAMIC
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TIME.delta = TIME.realDelta;
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#else
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TIME.delta = DUSK_TIME_PLATFORM_STEP;
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TIME.delta = TIME_PLATFORM_STEP;
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#endif
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assertTrue(TIME.delta >= 0.0f, "Time delta is negative");
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@@ -18,15 +18,15 @@ typedef struct {
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extern dusktime_t TIME;
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#define DUSK_TIME_STEP (1.0f / 60.0f) // Default to 60FPS
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#define TIME_STEP (1.0f / 60.0f) // Default to 60FPS
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#ifndef DUSK_TIME_DYNAMIC
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#define DUSK_TIME_DYNAMIC 1
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#ifndef TIME_DYNAMIC
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#define TIME_DYNAMIC 1
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#endif
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#if DUSK_TIME_DYNAMIC == 0
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#ifndef DUSK_TIME_PLATFORM_STEP
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#define DUSK_TIME_PLATFORM_STEP DUSK_TIME_STEP
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#if TIME_DYNAMIC == 0
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#ifndef TIME_PLATFORM_STEP
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#define TIME_PLATFORM_STEP TIME_STEP
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#endif
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#endif
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@@ -40,7 +40,7 @@ void timeInit(void);
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*/
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void timeUpdate(void);
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#if DUSK_TIME_DYNAMIC == 1
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#if TIME_DYNAMIC == 1
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/**
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* Gets the time delta since the last frame, in seconds. Tied to the
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* platform.
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