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Restoring after System interruptions (like Alt Tab).

Started by kevin, January 24, 2007, 08:56:34 AM

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kevin

  This example shows a simple method that could be used for building PB app's that can survive breaks in service from the OS.   Unfortunately the OS likes to dump your gfx surfaces when a suspend occurs, this means your images (the pixel data) are _lost_ so when the program is restored, your image will no doubt be corrupted.  Lovely.

 Anyway, an easy way to detect a suspend, is by monitoring the time between syncs (since there's no native command ATM).   So, If a frame is long, and by long I mean takes over 500 etc  milliseconds (1/2 a second)  We then assume the game was halted by some external force.  It doesn't really matter what.    So If this situation occurs, we reload/recreate our GFX content, before rendering the next frame.



Cheesy Example :)   (PB1.63 and bellow)

PlayBASIC Code: [Select]
   OpenScreen 800,600,32,1      ; Windowed Mode
; OpenScreen 800,600,32,2 ; Full Screen Mode


; set a max frame rate
Setfps 60

; Set a Variable to Hold the num,ber of times the image content has been
; rebuit
Global RebuildCount


; Create Images
BuildImages(False)



; Get Time of Last Sync
TimeOfLastSync=Timer()
Sync

; ---------------------------------------------------------------------
; >> MAIN LOOP <<
; ---------------------------------------------------------------------

Do

; Get CurrentTime
CurrentTime=Timer()


; Check if there's been any lost of service for a long period of time
IF (TimeOFLastSync+500)<CurrentTime
BuildImages(true)
ImagesRebuildRequired$="Images Last Restored @"+str$(CurrentTime)
EndIF


; Update the GAME
UpdateGame()


; display how many times the media has been reloaded/created
print "Rebuild Media Count:"+str$(RebuildCount)
Print ImagesRebuildRequired$


; Get the
TimeOFLastSync=GetSyncTime()

Sync
loop






Function GetSyncTime()
; Check if the Srcreen is in a Window formatGet the TIME OF THE LAST SYNC.

Select GetScreenType()

; --------------------------------
case 1 ; Screen Is Windowed
; --------------------------------

; Check if the Windowed Screen has focus.
if GetScreenFocus()=true

; Poll the timer
LastSync=Timer()

else

// Copy the BAck buffer toa NEw FX image
TempIMage=NewFXimage(GetScreenWidth(),GetScreenHeight())
CopyRect 0,0,0,GetScreenWidth(),GetScreenHeight(),tempImage,0,0
oldSurface=GetSurface()

; if we've lost focus, wait until it's restored
Repeat
; suspend app for a 1/5 of a second
wait 200
; render to image to back buffer
drawimage TempImage,0,0,false

; flip buffers/refresh window messages
sync
; check if it's still in focus yet
until GetScreenFocus()=true

deleteimage Tempimage
rendertoimage OldSurface
endif

; --------------------------------
case 2 ;FULL SCREEN EXCLUSIVE
; --------------------------------
; APP is in FULL SCREEN MODE, so poll the timer
LastSync=Timer()
endSelect

EndFunction LastSync




; ---------------------------------------------------------------------
; >> Example Game <<
; ---------------------------------------------------------------------


Function UpdateGame()
static Angle#

Cls rgb(30,100,60)

sw=GetScreenWidth()
sh=GetScreenHeight()

iw=GetImageWidth(1)
ih=GetImageHeight(1)

; draw some images to siulate our game
Xpos#=CosNewValue(sw/2,angle#,200)
Ypos#=SinNewValue(sh/2,angle#,200)
Drawimage 1,Xpos#-(iw/2),Ypos#-(ih/2),true

Xpos#=CosNewValue(sw/2,angle#+180,200)
Ypos#=SinNewValue(sh/2,angle#+180,200)
Drawimage 1,Xpos#-(iw/2),Ypos#-(ih/2),true

Angle#=wrapangle(Angle#,1)

centertext sw/2,sh/2,"Game Is Running"

EndFunction




; ---------------------------------------------------------------------
; >> Image CReation <<
; ---------------------------------------------------------------------

Function BuildImages(RebuildFlag)
OldSurface=getSurface()

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