/// ***** Private Method Headers *****
-void init();
+void mainInit();
+void mainClean();
+
+void updatesInit();
+void updatesClean();
+
+void drawInit();
+void drawClean();
void sighandler( int sig );
void run();
void clean();
-void blockUpdate();
void updateFPSCounters();
void handleInput();
void update(float);
void draw();
+int startUpdateThread(void*);
+int startDrawThread(void*);
+
/// ***** Private Variables *****
// variable used to determine if it is time to shutdown
/* Values for the main game loop
* target_UPS := the amount of updates that is wanted in one second
- * last_Update := stores the time of the last update
- * update_Sum := used to determine the updates needs for this run
-
+ *
* ups := updates per second for the last second
* fps := frames per second for the last second
* update_Count := counts this seconds updates
* last_Second := stores the time of the last second, used for ups and fps
*/
int target_UPS = 100;
-long int last_Block_Update;
-float update_Sum = 0;
+float update_Wait = 0;
-int ups=100, fps=100;
+int ups, fps;
int update_Count, draw_Count;
-long int last_Second;
+MICRO last_Second;
+const int min_wait_milli = 20;
+const int min_wait_micro = min_wait_milli * 1000;
+const float game_step = 10;
-float target_time_steps_per_second = 1000;
-float times;
-float time_steps_Count;
-
-
-// experiment with rolling averages
-float rUpdate = 100;
-float rDraw = 100;
-float rInput = 100;
-float rRun = 100;
-
-float num = 10;
-
-float total = 0;
+bool updateInitialized = false;
+bool drawInitialized = false;
/// ***** MAIN Method *****
-int main()
+int main(int argc, char** args)
{
- init();
+ mainInit();
run();
- clean();
+ mainClean();
return 0;
}
/// ***** Initializers/Cleaners *****
-void init()
+void mainInit()
{
installSignal();
- graphics::init();
+ debug::init();
+}
+
+void mainClean()
+{
+ debug::clean();
+}
+
+void updatesInit()
+{
+ while(!drawInitialized)
+ SDL_Delay(100);
game::init();
+ DPF(0, "Game initialized");
input::init();
+ DPF(0, "Input initialized");
cfg::init();
+ DPF(0, "Configs initialized");
+
+ DPF(0, "Initialization Complete");
-#ifdef DEBUGGING
- cout << "Initialization Complete" << endl;
-#endif
+ updateInitialized = true;
}
-void clean()
+void updatesClean()
{
-#ifdef DEBUGGING
- cout << "Cleaning up" << endl;
-#endif
+ DPF(0, "Update Thread Cleaning");
cfg::clean();
input::clean();
game::clean();
-
- graphics::clean();
}
-/// ***** Private Methods *****
-
-void run()
+void drawInit()
{
- is_Running = true;
- last_Block_Update = tickCountMicro();
- last_Second = tickCountMicro();
-
- while(is_Running)
- {
- long int time;
-
- time = tickCountMicro();
- blockUpdate();
- updateFPSCounters();
- draw();
- time = tickCountMicro() - time;
+ graphics::init();
+ DPF(0, "Graphics initialized");
- rRun = (rRun * (num-1) + time) / num;
+ drawInitialized = true;
- //cout << "total:\t" << total << endl;
- //cout << "rR:\t" << rRun << endl;
- //total = 0;
- }
+ while(!updateInitialized)
+ SDL_Delay(100);
}
-void blockUpdate()
+void drawClean()
{
- long int start = tickCountMicro();
- long int diff = start - last_Block_Update;
-
- //cout << "Block" << endl;
+ DPF(0, "Draw Thread Cleaning");
- // Calculate the updates that should be run for the next draw
- update_Sum += (float)(diff * target_UPS) / 1000000;
-
- // insures the float to int cast is done once.
- int iupdate_sum = (int)update_Sum;
+ graphics::clean();
+}
- // TODO the main run loop needs to be tested and pruned
- if (iupdate_sum > 0)
- {
- // Calculate a time step that spreads the updates out as much as
- // possible used because really quick updates are nearly wasted
+/// ***** Private Methods *****
+SDL_Thread* updatesThread = NULL;
+SDL_Thread* drawThread = NULL;
- //float time_step = ((float)diff) / iupdate_sum / 1000;
- //float time_step = 1000 / (100000 / rUpdate) / iupdate_sum;
- //float time_step = 1000 / ups / iupdate_sum;
- float time_step = 10;
+void run()
+{
+ is_Running = true;
- // run the updates
- for (int i = 0; i < iupdate_sum; i++)
- {
- handleInput();
- update(time_step);
- }
+ updatesThread = SDL_CreateThread(startUpdateThread, NULL);
+ drawThread = SDL_CreateThread(startDrawThread, NULL);
- // remove the updates that were run from the sum
- update_Sum -= iupdate_sum;
- last_Block_Update = tickCountMicro();
- }
+ SDL_WaitThread(updatesThread, NULL);
+ SDL_WaitThread(drawThread, NULL);
}
void updateFPSCounters()
{
ups = update_Count;
fps = draw_Count;
- times = time_steps_Count;
- update_Count = 0;
- draw_Count = 0;
- time_steps_Count = 0;
+
+ // NOT thread safe, but they're estimates anyways
+ update_Count -= ups;
+ draw_Count -= fps;
last_Second = tickCountMicro();
-#ifdef FPSUPS
- cout << "ups:\t" << ups << endl;
- cout << "fps:\t" << fps << endl;
- cout << "times:\t" << times << endl;
-#endif
+ if(cfg::showFPS())
+ {
+ cout << "fps:\t" << fps << endl;
+ }
+ if(cfg::showUPS())
+ {
+ cout << "ups:\t" << ups << endl;
+ }
}
}
void handleInput()
{
- long int time;
+ input::update();
- time = tickCountMicro();
- input::update();
+ cfg::handleInput();
+ game::handleInput();
- game::handleInput();
-
- if(cfg::endGame())
- is_Running = false;
- time = tickCountMicro() - time;
-
- rInput = (rInput*(num-1) + time) /num;
-
- total += rInput;
+ if(cfg::endGame())
+ is_Running = false;
}
void update(float time_step)
{
- long int time;
-
+ game::update(time_step);
update_Count++;
- time_steps_Count += time_step;
+}
- time = tickCountMicro();
- game::update(time_step);
- time = tickCountMicro() - time;
+void draw()
+{
+ game::draw();
+
+ SDL_PumpEvents(); // has to be on the Draw thread for the Windows API
- rUpdate = (rUpdate * (num-1) + time) / num;
+ SDL_GL_SwapBuffers();
- //cout << "ts:\t" << time_step << endl;
- //cout << "ru:\t" << rUpdate << endl;
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- total += rUpdate;
+ draw_Count++;
}
-void draw()
+int startUpdateThread(void*)
{
- long int time;
+ updatesInit();
- draw_Count++;
+ last_Second = tickCountMicro();
+
+ while(is_Running)
+ {
+ MICRO time = tickCountMicro();
+ handleInput();
+ update(game_step);
+
+ updateFPSCounters();
+ time = tickCountMicro() - time;
+
+ float wait = (1000000.0 / target_UPS - time);
+ update_Wait += 0 < wait ? wait : 0;
- time = tickCountMicro();
- game::draw();
+ while(min_wait_micro < update_Wait)
+ {
+ update_Wait -= min_wait_micro;
+ SDL_Delay(min_wait_milli);
+ }
+ }
- SDL_GL_SwapBuffers();
+ updatesClean();
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ return 0;
+}
- //SDL_Delay(10);
- time = tickCountMicro() - time;
+int startDrawThread(void*)
+{
+ drawInit();
- rDraw = (rDraw*(num-1) + time) /num;
+ while(is_Running)
+ {
+ draw();
+ }
- //cout << "rd:\t" << rDraw << endl;
+ drawClean();
- total += rDraw;
+ return 0;
}