| 1 | #include <GL/gl.h> |
| 2 | #include <GL/glu.h> |
| 3 | #include <SDL/SDL.h> |
| 4 | |
| 5 | #include <vector> |
| 6 | using std::vector; |
| 7 | |
| 8 | #include "debug.h" |
| 9 | |
| 10 | #include "game.h" |
| 11 | #include "ticks.h" |
| 12 | |
| 13 | #include "graphics/graphics.h" |
| 14 | #include "input/inputManager.h" |
| 15 | |
| 16 | |
| 17 | /// ***** Private Method Headers ***** |
| 18 | void init(); |
| 19 | |
| 20 | void run(); |
| 21 | void cleanUp(); |
| 22 | |
| 23 | void blockUpdate(); |
| 24 | void updateFPSCounters(); |
| 25 | |
| 26 | void input(); |
| 27 | void update(float); |
| 28 | void draw(); |
| 29 | |
| 30 | |
| 31 | /// ***** MAIN Method ***** |
| 32 | int main() |
| 33 | { |
| 34 | init(); |
| 35 | run(); |
| 36 | cleanUp(); |
| 37 | return 0; |
| 38 | } |
| 39 | |
| 40 | |
| 41 | /// ***** Private Variables ***** |
| 42 | |
| 43 | // variable used to determine if it is time to shutdown |
| 44 | bool is_Running; |
| 45 | |
| 46 | /* Values for the main game loop |
| 47 | * target_UPS := the amount of updates that is wanted in one second |
| 48 | * last_Update := stores the time of the last update |
| 49 | * update_Sum := used to determine the updates needs for this run |
| 50 | |
| 51 | * ups := updates per second for the last second |
| 52 | * fps := frames per second for the last second |
| 53 | * update_Count := counts this seconds updates |
| 54 | * draw_Count := counts this seconds draws |
| 55 | * last_Second := stores the time of the last second, used for ups and fps |
| 56 | */ |
| 57 | int target_UPS = 250; |
| 58 | long int last_Block_Update; |
| 59 | float update_Sum = 0; |
| 60 | |
| 61 | int ups, fps; |
| 62 | int update_Count, draw_Count; |
| 63 | long int last_Second; |
| 64 | |
| 65 | |
| 66 | /// ***** Private Methods ***** |
| 67 | void init() |
| 68 | { |
| 69 | graphicsInit(); |
| 70 | |
| 71 | gameInit(); |
| 72 | |
| 73 | #ifdef DEBUGGING |
| 74 | cout << "Initialization Complete" << endl; |
| 75 | #endif |
| 76 | } |
| 77 | |
| 78 | void cleanUp() |
| 79 | { |
| 80 | #ifdef DEBUGGING |
| 81 | cout << "Cleaning up" << endl; |
| 82 | #endif |
| 83 | |
| 84 | gameClean(); |
| 85 | |
| 86 | graphicsCleanUp(); |
| 87 | } |
| 88 | |
| 89 | void run() |
| 90 | { |
| 91 | is_Running = true; |
| 92 | last_Block_Update = tickCountMicro(); |
| 93 | last_Second = tickCountMicro(); |
| 94 | |
| 95 | while(is_Running) |
| 96 | { |
| 97 | blockUpdate(); |
| 98 | updateFPSCounters(); |
| 99 | draw(); |
| 100 | } |
| 101 | } |
| 102 | |
| 103 | void blockUpdate() |
| 104 | { |
| 105 | long int start = tickCountMicro(); |
| 106 | |
| 107 | // Calculate the updates that should be run for the next draw |
| 108 | update_Sum += (start - last_Block_Update) / (1000000 / (float)target_UPS); |
| 109 | |
| 110 | // insures the float to int cast is done once. |
| 111 | int iupdate_sum = (int)update_Sum; |
| 112 | |
| 113 | // TODO the main run loop needs to be tested and pruned |
| 114 | if (iupdate_sum > 0) |
| 115 | { |
| 116 | // Calculate a time step that spreads the updates out as much as possible |
| 117 | // used because really quick updates are nearly wasted |
| 118 | float time_step = ((float)(start - last_Block_Update)) / iupdate_sum; |
| 119 | |
| 120 | // run the updates |
| 121 | for (int i = 1; i <= iupdate_sum; i++) |
| 122 | { |
| 123 | input(); |
| 124 | update(time_step*i / 1000); |
| 125 | } |
| 126 | // remove the updates that where run from the sum |
| 127 | update_Sum -= iupdate_sum; |
| 128 | last_Block_Update = tickCountMicro(); |
| 129 | } |
| 130 | } |
| 131 | |
| 132 | void updateFPSCounters() |
| 133 | { |
| 134 | // Check if a second has passed to recalculate UPS and FPS |
| 135 | if (tickCountMicro() - last_Second >= 1000000) |
| 136 | { |
| 137 | ups = update_Count; |
| 138 | fps = draw_Count; |
| 139 | update_Count = 0; |
| 140 | draw_Count = 0; |
| 141 | |
| 142 | last_Second = tickCountMicro(); |
| 143 | |
| 144 | //cout << "ups:\t" << ups << endl; |
| 145 | //cout << "fps:\t" << fps << endl; |
| 146 | } |
| 147 | } |
| 148 | |
| 149 | void input() |
| 150 | { |
| 151 | inputUpdate(); |
| 152 | |
| 153 | gameInput(); |
| 154 | |
| 155 | if(wasReleased(SDLK_ESCAPE)) |
| 156 | is_Running = false; |
| 157 | } |
| 158 | |
| 159 | void update(float time_step) |
| 160 | { |
| 161 | update_Count++; |
| 162 | |
| 163 | gameUpdate(time_step); |
| 164 | } |
| 165 | |
| 166 | void draw() |
| 167 | { |
| 168 | draw_Count++; |
| 169 | |
| 170 | gameDraw(); |
| 171 | |
| 172 | SDL_GL_SwapBuffers(); |
| 173 | |
| 174 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| 175 | } |