5 #include "chimara-glk.h"
6 #include "chimara-glk-private.h"
9 G_GNUC_INTERNAL ChimaraGlkPrivate *glk_data = NULL;
14 * If you want to shut down your program in the middle of your <function>
15 * glk_main()</function> function, you can call glk_exit().
17 * This function does not return.
19 * If you print some text to a window and then shut down your program, you can
20 * assume that the player will be able to read it. Most likely the Glk library
21 * will give a <quote><computeroutput>Hit any key to
22 * exit</computeroutput></quote> prompt. (There are other possiblities, however.
23 * A terminal-window version of Glk might simply exit and leave the last screen
24 * state visible in the terminal window.)
27 * You should only shut down your program with glk_exit() or by returning from
28 * your <function>glk_main()</function> function. If you call the ANSI
29 * <function>exit()</function> function, bad things may happen. Some versions of
30 * the Glk library may be designed for multiple sessions, for example, and you
31 * would be cutting off all the sessions instead of just yours. You would
32 * probably also prevent final text from being visible to the player.
34 * <note><title>Chimara</title>
36 * If there are any windows open at the time glk_exit() is called, then Chimara
37 * will leave them open. This way, the final text remains visible. Note that bad
38 * things most definitely <emphasis>will</emphasis> happen if you use the ANSI
39 * <function>exit()</function>.
45 if(!glk_data->in_startup)
46 g_signal_emit_by_name(glk_data->self, "stopped");
49 glk_request_timer_events(0);
51 /* Close any open resource files */
52 if(glk_data->resource_map != NULL) {
53 giblorb_destroy_map(glk_data->resource_map);
54 glk_stream_close(glk_data->resource_file, NULL);
64 * Carries out platform-dependent actions such as yielding time to the operating
65 * system and checking for interrupts. glk_tick() should be called every so
66 * often when there is a long interval between calls of glk_select() or
67 * glk_select_poll(). This call is fast; in fact, on average, it does nothing at
68 * all. So you can call it often.
71 * In a virtual machine interpreter, once per opcode is appropriate. In a
72 * program with lots of computation, pick a comparable rate.
75 * glk_tick() does not try to update the screen, or check for player input, or
76 * any other interface task. For that, you should call glk_select() or
77 * glk_select_poll(). See <link linkend="chimara-Events">Events</link>.
80 * <para>Captious critics have pointed out that in the sample program
81 * <filename>model.c</filename>, I do not call glk_tick() at all. This is
82 * because <filename>model.c</filename> has no heavy loops. It does a bit of
83 * work for each command, and then cycles back to the top of the event loop.
84 * The glk_select() call, of course, blocks waiting for input, so it does all
85 * the yielding and interrupt-checking one could imagine.
87 * <para>Basically, you must ensure there's some fixed upper bound on the
88 * amount of computation that can occur before a glk_tick() (or glk_select())
89 * occurs. In a VM interpreter, where the VM code might contain an infinite
90 * loop, this is critical. In a C program, you can often eyeball it.
92 * <para>But the next version of <filename>model.c</filename> will have a
93 * glk_tick() in the ornate printing loop of <function>verb_yada()</function>.
94 * Just to make the point.
103 /* Do one iteration of the main loop if there are any events */
105 if(gtk_events_pending())
106 gtk_main_iteration();