-#include <GL/gl.h>
-#include <GL/glu.h>
-#include <SDL/SDL.h>
+/*
+ * Copyright (C) 2008 Patrik Gornicz, Gornicz_P (at) hotmail (dot) com.
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
+ */
+
+#include <bear/debug.h>
+#include <bear/Timer.h>
+using namespace bear;
#include <iostream>
-using std::cerr;
using std::cout;
using std::endl;
-#include <vector>
-using std::vector;
+#include <GL/gl.h>
+#include <GL/glu.h>
+#include <SDL/SDL.h>
+
+#include "handleSignal.h"
#include "game.h"
-#include "ticks.h"
-#include "graphics.h"
+#include "graphics/graphics.h"
+#include "input/inputManager.h"
+#include "config/config.h"
/// ***** Private Method Headers *****
-void init();
-void run();
-void cleanUp();
+static void mainInit();
+static void mainClean();
-void blockUpdate();
-void updateFPSCounters();
+static void updatesInit();
+static void updatesClean();
-void input();
-void update(float);
-void draw();
+static void drawInit();
+static void drawClean();
+static void run();
-/// ***** MAIN Method *****
-int main()
-{
- init();
- run();
- cleanUp();
- return 0;
-}
+static void updateFPSCounters();
+
+static void handleInput();
+static void update(float);
+static void draw();
+static int startUpdateThread(void*);
+static int startDrawThread(void*);
/// ***** Private Variables *****
// variable used to determine if it is time to shutdown
-bool is_Running;
+static bool s_bIsRunning;
+
+// Minimum possible wait times by used library
+static const int s_iMinWaitMilli = 20;
+static const int s_iMinWaitMicro = s_iMinWaitMilli * 1000;
/* 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
- * draw_Count := counts this seconds draws
- * last_Second := stores the time of the last second, used for ups and fps
+ *
+ * s_iTargetUPS := the amount of updates that is wanted in one second
+ * s_fAccUpdateWait := the accumulated wait time for the update sleeps
+ *
+ * s_iUPS := updates per second for the last second
+ * s_iFPS := frames per second for the last second
+ * s_iUpdateCount := counts this seconds updates
+ * s_iDrawCount := counts this seconds draws
+ * s_micLastSecond := stores the time of the last second, used for ups and fps
*/
-int target_UPS = 250;
-long int last_Block_Update;
-float update_Sum = 0;
+static int s_iTargetUPS = 100;
+static float s_fAccUpdateWait = 0;
-int ups, fps;
-int update_Count, draw_Count;
-long int last_Second;
+static int s_iTargetFPS = 100;
+static float s_fAccDrawWait = 0;
+static int s_iUPS, s_iFPS;
+static int s_iUpdateCount, s_iDrawCount;
-/// ***** Private Methods *****
-void init()
+static Ticks s_micLastSecond;
+static Timer s_timer;
+
+static const float s_fGameStep = 10;
+
+static bool s_bUpdateInitialized = false;
+static bool s_bDrawInitialized = false;
+
+/// ***** MAIN Method *****
+int main(int /*argc*/, char** /*args*/)
{
- graphicsInit();
+ mainInit();
+ run();
+ mainClean();
- gameInit();
+ return 0;
+}
- // TODO
- // add a game state
+/// ***** Initializers/Cleaners *****
- cout << "Initialization Complete" << endl;
+void mainInit()
+{
+ installSignal();
- // create starting entities
+ debug::init();
- cout << "World Created" << endl;
+ s_timer.init();
}
-
-void run()
+void mainClean()
{
- is_Running = true;
- last_Block_Update = tickCountMicro();
- last_Second = tickCountMicro();
+ s_timer.fini();
- while(is_Running)
- {
- blockUpdate();
- updateFPSCounters();
- draw();
- }
+ debug::fini();
}
-void cleanUp()
+void updatesInit()
+{
+ while(!s_bDrawInitialized)
+ 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");
+
+ s_bUpdateInitialized = true;
+}
+void updatesClean()
{
- gameClean();
+ DPF(0, "Update Thread Cleaning");
+
+ cfg::clean();
+
+ input::clean();
+
+ game::clean();
}
-void blockUpdate()
+void drawInit()
{
- long int start = tickCountMicro();
+ graphics::init();
+ DPF(0, "Graphics initialized");
- // Calculate the updates that should be run for the next draw
- update_Sum += (start - last_Block_Update) / (1000000 / (float)target_UPS);
+ s_bDrawInitialized = true;
- // insures the float to int cast is done once.
- int iupdate_sum = (int)update_Sum;
+ while(!s_bUpdateInitialized)
+ SDL_Delay(100);
+}
+void drawClean()
+{
+ DPF(0, "Draw Thread Cleaning");
- // 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
- float time_step = ((float)(start - last_Block_Update)) / iupdate_sum;
+ graphics::clean();
+}
- // run the updates
- for (int i = 1; i <= iupdate_sum; i++)
- {
- input();
- update(time_step*i / 1000);
- }
- // remove the updates that where run from the sum
- update_Sum -= iupdate_sum;
- last_Block_Update = tickCountMicro();
- }
+/// ***** Private Methods *****
+
+void run()
+{
+ s_bIsRunning = true;
+
+ SDL_Thread* s_pUpdatesThread = SDL_CreateThread(startUpdateThread, NULL);
+ SDL_Thread* s_pDrawThread = SDL_CreateThread(startDrawThread, NULL);
+
+ SDL_WaitThread(s_pUpdatesThread, NULL);
+ SDL_WaitThread(s_pDrawThread, NULL);
}
void updateFPSCounters()
{
// Check if a second has passed to recalculate UPS and FPS
- if (tickCountMicro() - last_Second >= 1000000)
+ if (s_timer.query() - s_micLastSecond >= 1000000)
{
- ups = update_Count;
- fps = draw_Count;
- update_Count = 0;
- draw_Count = 0;
+ s_iUPS = s_iUpdateCount;
+ s_iFPS = s_iDrawCount;
+
+ // NOT thread safe, but they're estimates anyways
+ s_iUpdateCount -= s_iUPS;
+ s_iDrawCount -= s_iFPS;
+
+ s_micLastSecond = s_timer.query();
- last_Second = tickCountMicro();
+ if(cfg::showFPS())
+ {
+ cout << "fps:\t" << s_iFPS << endl;
+ }
+ if(cfg::showUPS())
+ {
+ cout << "ups:\t" << s_iUPS << endl;
+ }
}
}
-void input()
+void handleInput()
{
- gameInput();
+ input::update();
+
+ cfg::handleInput();
+ game::handleInput();
- /*
- if(key[KEY_ESC])
- is_Running = false;
- */
+ if(cfg::endGame())
+ s_bIsRunning = false;
}
-void update(float time_step)
+void update(float fTimeStep)
{
- update_Count++;
-
- gameUpdate(time_step);
+ game::update(fTimeStep);
+ s_iUpdateCount++;
}
void draw()
{
- draw_Count++;
+ game::draw();
- gameDraw();
+ SDL_PumpEvents(); // has to be on the Draw thread for the Windows API
SDL_GL_SwapBuffers();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ s_iDrawCount++;
+}
+
+int startUpdateThread(void*)
+{
+ updatesInit();
+
+ s_micLastSecond = s_timer.query();
+
+ while(s_bIsRunning)
+ {
+ Timer timer;
+ timer.init();
+ handleInput();
+ update(s_fGameStep);
+
+ updateFPSCounters();
+ const Ticks ticks = timer.query();
+ timer.fini();
+
+ float wait = (1000000.0 / s_iTargetUPS - ticks.microseconds());
+ s_fAccUpdateWait += 0 < wait ? wait : 0;
+
+ if(s_iMinWaitMicro < s_fAccUpdateWait)
+ {
+ int iWaits = (int)(s_fAccUpdateWait / s_iMinWaitMicro);
+ s_fAccUpdateWait -= iWaits * s_iMinWaitMicro;
+ SDL_Delay(iWaits * s_iMinWaitMilli);
+ }
+ }
+
+ updatesClean();
+
+ return 0;
+}
+
+int startDrawThread(void*)
+{
+ drawInit();
+
+ while(s_bIsRunning)
+ {
+ Timer timer;
+ timer.init();
+ draw();
+ const Ticks ticks = timer.query();
+ timer.fini();
+
+ float wait = (1000000.0 / s_iTargetFPS - ticks.microseconds());
+ s_fAccDrawWait += 0 < wait ? wait : 0;
+
+ if(s_iMinWaitMicro < s_fAccDrawWait)
+ {
+ int iWaits = (int)(s_fAccDrawWait / s_iMinWaitMicro);
+ s_fAccDrawWait -= iWaits * s_iMinWaitMicro;
+ SDL_Delay(iWaits * s_iMinWaitMilli);
+ }
+ }
+
+ drawClean();
+
+ return 0;
}