| 1 | /* |
| 2 | * Copyright (C) 2008 Patrik Gornicz, Gornicz_P (at) hotmail (dot) com. |
| 3 | * |
| 4 | * This program is free software: you can redistribute it and/or modify |
| 5 | * it under the terms of the GNU General Public License as published by |
| 6 | * the Free Software Foundation, either version 3 of the License, or |
| 7 | * (at your option) any later version. |
| 8 | * |
| 9 | * This program is distributed in the hope that it will be useful, |
| 10 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| 11 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
| 12 | * GNU General Public License for more details. |
| 13 | * |
| 14 | * You should have received a copy of the GNU General Public License |
| 15 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
| 16 | */ |
| 17 | |
| 18 | #include <GL/gl.h> |
| 19 | #include <GL/glu.h> |
| 20 | #include <SDL/SDL.h> |
| 21 | |
| 22 | #include "debug.h" |
| 23 | #include "handleSignal.h" |
| 24 | |
| 25 | #include "game.h" |
| 26 | #include "ticks.h" |
| 27 | |
| 28 | #include "graphics/graphics.h" |
| 29 | #include "input/inputManager.h" |
| 30 | #include "config/config.h" |
| 31 | |
| 32 | /// ***** Private Method Headers ***** |
| 33 | |
| 34 | static void mainInit(); |
| 35 | static void mainClean(); |
| 36 | |
| 37 | static void updatesInit(); |
| 38 | static void updatesClean(); |
| 39 | |
| 40 | static void drawInit(); |
| 41 | static void drawClean(); |
| 42 | |
| 43 | static void run(); |
| 44 | |
| 45 | static void updateFPSCounters(); |
| 46 | |
| 47 | static void handleInput(); |
| 48 | static void update(float); |
| 49 | static void draw(); |
| 50 | |
| 51 | static int startUpdateThread(void*); |
| 52 | static int startDrawThread(void*); |
| 53 | |
| 54 | /// ***** Private Variables ***** |
| 55 | |
| 56 | // variable used to determine if it is time to shutdown |
| 57 | static bool s_bIsRunning; |
| 58 | |
| 59 | // Minimum possible wait times by used library |
| 60 | static const int s_iMinWaitMilli = 20; |
| 61 | static const int s_iMinWaitMicro = s_iMinWaitMilli * 1000; |
| 62 | |
| 63 | /* Values for the main game loop |
| 64 | * |
| 65 | * s_iTargetUPS := the amount of updates that is wanted in one second |
| 66 | * s_fAccUpdateWait := the accumulated wait time for the update sleeps |
| 67 | * |
| 68 | * s_iUPS := updates per second for the last second |
| 69 | * s_iFPS := frames per second for the last second |
| 70 | * s_iUpdateCount := counts this seconds updates |
| 71 | * s_iDrawCount := counts this seconds draws |
| 72 | * s_micLastSecond := stores the time of the last second, used for ups and fps |
| 73 | */ |
| 74 | static int s_iTargetUPS = 100; |
| 75 | static float s_fAccUpdateWait = 0; |
| 76 | |
| 77 | static int s_iTargetFPS = 100; |
| 78 | static float s_fAccDrawWait = 0; |
| 79 | |
| 80 | static int s_iUPS, s_iFPS; |
| 81 | static int s_iUpdateCount, s_iDrawCount; |
| 82 | static MICRO s_micLastSecond; |
| 83 | |
| 84 | static const float s_fGameStep = 10; |
| 85 | |
| 86 | static bool s_bUpdateInitialized = false; |
| 87 | static bool s_bDrawInitialized = false; |
| 88 | |
| 89 | /// ***** MAIN Method ***** |
| 90 | int main(int argc, char** args) |
| 91 | { |
| 92 | mainInit(); |
| 93 | run(); |
| 94 | mainClean(); |
| 95 | |
| 96 | return 0; |
| 97 | } |
| 98 | |
| 99 | /// ***** Initializers/Cleaners ***** |
| 100 | |
| 101 | void mainInit() |
| 102 | { |
| 103 | installSignal(); |
| 104 | |
| 105 | debug::init(); |
| 106 | } |
| 107 | void mainClean() |
| 108 | { |
| 109 | debug::clean(); |
| 110 | } |
| 111 | |
| 112 | void updatesInit() |
| 113 | { |
| 114 | while(!s_bDrawInitialized) |
| 115 | SDL_Delay(100); |
| 116 | |
| 117 | game::init(); |
| 118 | DPF(0, "Game initialized"); |
| 119 | |
| 120 | input::init(); |
| 121 | DPF(0, "Input initialized"); |
| 122 | |
| 123 | cfg::init(); |
| 124 | DPF(0, "Configs initialized"); |
| 125 | |
| 126 | DPF(0, "Initialization Complete"); |
| 127 | |
| 128 | s_bUpdateInitialized = true; |
| 129 | } |
| 130 | void updatesClean() |
| 131 | { |
| 132 | DPF(0, "Update Thread Cleaning"); |
| 133 | |
| 134 | cfg::clean(); |
| 135 | |
| 136 | input::clean(); |
| 137 | |
| 138 | game::clean(); |
| 139 | } |
| 140 | |
| 141 | void drawInit() |
| 142 | { |
| 143 | graphics::init(); |
| 144 | DPF(0, "Graphics initialized"); |
| 145 | |
| 146 | s_bDrawInitialized = true; |
| 147 | |
| 148 | while(!s_bUpdateInitialized) |
| 149 | SDL_Delay(100); |
| 150 | } |
| 151 | void drawClean() |
| 152 | { |
| 153 | DPF(0, "Draw Thread Cleaning"); |
| 154 | |
| 155 | graphics::clean(); |
| 156 | } |
| 157 | |
| 158 | /// ***** Private Methods ***** |
| 159 | |
| 160 | void run() |
| 161 | { |
| 162 | s_bIsRunning = true; |
| 163 | |
| 164 | SDL_Thread* s_pUpdatesThread = SDL_CreateThread(startUpdateThread, NULL); |
| 165 | SDL_Thread* s_pDrawThread = SDL_CreateThread(startDrawThread, NULL); |
| 166 | |
| 167 | SDL_WaitThread(s_pUpdatesThread, NULL); |
| 168 | SDL_WaitThread(s_pDrawThread, NULL); |
| 169 | } |
| 170 | |
| 171 | void updateFPSCounters() |
| 172 | { |
| 173 | // Check if a second has passed to recalculate UPS and FPS |
| 174 | if (tickCountMicro() - s_micLastSecond >= 1000000) |
| 175 | { |
| 176 | s_iUPS = s_iUpdateCount; |
| 177 | s_iFPS = s_iDrawCount; |
| 178 | |
| 179 | // NOT thread safe, but they're estimates anyways |
| 180 | s_iUpdateCount -= s_iUPS; |
| 181 | s_iDrawCount -= s_iFPS; |
| 182 | |
| 183 | s_micLastSecond = tickCountMicro(); |
| 184 | |
| 185 | if(cfg::showFPS()) |
| 186 | { |
| 187 | cout << "fps:\t" << s_iFPS << endl; |
| 188 | } |
| 189 | if(cfg::showUPS()) |
| 190 | { |
| 191 | cout << "ups:\t" << s_iUPS << endl; |
| 192 | } |
| 193 | } |
| 194 | } |
| 195 | |
| 196 | void handleInput() |
| 197 | { |
| 198 | input::update(); |
| 199 | |
| 200 | cfg::handleInput(); |
| 201 | game::handleInput(); |
| 202 | |
| 203 | if(cfg::endGame()) |
| 204 | s_bIsRunning = false; |
| 205 | } |
| 206 | |
| 207 | void update(float fTimeStep) |
| 208 | { |
| 209 | game::update(fTimeStep); |
| 210 | s_iUpdateCount++; |
| 211 | } |
| 212 | |
| 213 | void draw() |
| 214 | { |
| 215 | game::draw(); |
| 216 | |
| 217 | SDL_PumpEvents(); // has to be on the Draw thread for the Windows API |
| 218 | |
| 219 | SDL_GL_SwapBuffers(); |
| 220 | |
| 221 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| 222 | |
| 223 | s_iDrawCount++; |
| 224 | } |
| 225 | |
| 226 | int startUpdateThread(void*) |
| 227 | { |
| 228 | updatesInit(); |
| 229 | |
| 230 | s_micLastSecond = tickCountMicro(); |
| 231 | |
| 232 | while(s_bIsRunning) |
| 233 | { |
| 234 | MICRO time = tickCountMicro(); |
| 235 | handleInput(); |
| 236 | update(s_fGameStep); |
| 237 | |
| 238 | updateFPSCounters(); |
| 239 | time = tickCountMicro() - time; |
| 240 | |
| 241 | float wait = (1000000.0 / s_iTargetUPS - time); |
| 242 | s_fAccUpdateWait += 0 < wait ? wait : 0; |
| 243 | |
| 244 | if(s_iMinWaitMicro < s_fAccUpdateWait) |
| 245 | { |
| 246 | int iWaits = (int)(s_fAccUpdateWait / s_iMinWaitMicro); |
| 247 | s_fAccUpdateWait -= iWaits * s_iMinWaitMicro; |
| 248 | SDL_Delay(iWaits * s_iMinWaitMilli); |
| 249 | } |
| 250 | } |
| 251 | |
| 252 | updatesClean(); |
| 253 | |
| 254 | return 0; |
| 255 | } |
| 256 | |
| 257 | int startDrawThread(void*) |
| 258 | { |
| 259 | drawInit(); |
| 260 | |
| 261 | while(s_bIsRunning) |
| 262 | { |
| 263 | MICRO time = tickCountMicro(); |
| 264 | draw(); |
| 265 | time = tickCountMicro() - time; |
| 266 | |
| 267 | float wait = (1000000.0 / s_iTargetFPS - time); |
| 268 | s_fAccDrawWait += 0 < wait ? wait : 0; |
| 269 | |
| 270 | if(s_iMinWaitMicro < s_fAccDrawWait) |
| 271 | { |
| 272 | int iWaits = (int)(s_fAccDrawWait / s_iMinWaitMicro); |
| 273 | s_fAccDrawWait -= iWaits * s_iMinWaitMicro; |
| 274 | SDL_Delay(iWaits * s_iMinWaitMilli); |
| 275 | } |
| 276 | } |
| 277 | |
| 278 | drawClean(); |
| 279 | |
| 280 | return 0; |
| 281 | } |