X-Git-Url: http://gitweb.pgornicz.com/gitweb.cgi?a=blobdiff_plain;f=src%2Fmain.cpp;h=0efd7485d9486ad58dd76ff10f2143eb08dafff3;hb=c46074c1fc66612c5ea0bfa1f4441491e296703d;hp=629ca9b76c52f9367c037de6b058d2b1927cdfd3;hpb=44b079f8ee4a8f4a751a3a4e12b2a15a831786a4;p=physics.git diff --git a/src/main.cpp b/src/main.cpp index 629ca9b..0efd748 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -1,42 +1,58 @@ +/* + * 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 . + */ + #include #include #include -#include -using std::vector; - #include "debug.h" +#include "handleSignal.h" #include "game.h" #include "ticks.h" #include "graphics/graphics.h" #include "input/inputManager.h" - +#include "config/config.h" /// ***** Private Method Headers ***** -void init(); + +void mainInit(); +void mainClean(); + +void updatesInit(); +void updatesClean(); + +void drawInit(); +void drawClean(); + +void sighandler( int sig ); void run(); -void cleanUp(); +void clean(); -void blockUpdate(); void updateFPSCounters(); -void input(); +void handleInput(); void update(float); void draw(); - -/// ***** MAIN Method ***** -int main() -{ - init(); - run(); - cleanUp(); - return 0; -} - +int startUpdateThread(void*); +int startDrawThread(void*); /// ***** Private Variables ***** @@ -45,97 +61,111 @@ bool is_Running; /* 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 */ -int target_UPS = 250; -long int last_Block_Update; -float update_Sum = 0; +int target_UPS = 100; +float update_Wait = 0; 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; -/// ***** Private Methods ***** -void init() +bool updateInitialized = false; +bool drawInitialized = false; + +/// ***** MAIN Method ***** +int main(int argc, char** args) +{ + mainInit(); + run(); + mainClean(); + return 0; +} + +/// ***** Initializers/Cleaners ***** + +void mainInit() { - graphicsInit(); + installSignal(); - gameInit(); + debug::init(); +} - // TODO - // add a game state +void mainClean() +{ + debug::clean(); +} -#ifdef DEBUGGING - cout << "Initialization Complete" << endl; -#endif +void updatesInit() +{ + while(!drawInitialized) + SDL_Delay(100); + + game::init(); + DPF(0, "Game initialized"); + + input::init(); + DPF(0, "Input initialized"); - // create starting entities + cfg::init(); + DPF(0, "Configs initialized"); -#ifdef DEBUGGING - cout << "World Created" << endl; -#endif + DPF(0, "Initialization Complete"); + + updateInitialized = true; } -void cleanUp() +void updatesClean() { -#ifdef DEBUGGING - cout << "Cleaning up" << endl; -#endif + DPF(0, "Update Thread Cleaning"); + + cfg::clean(); - gameClean(); + input::clean(); - graphicsCleanUp(); + game::clean(); } -void run() +void drawInit() { - is_Running = true; - last_Block_Update = tickCountMicro(); - last_Second = tickCountMicro(); + graphics::init(); + DPF(0, "Graphics initialized"); - while(is_Running) - { - blockUpdate(); - updateFPSCounters(); - draw(); - } + drawInitialized = true; + + while(!updateInitialized) + SDL_Delay(100); } -void blockUpdate() +void drawClean() { - long int start = tickCountMicro(); + DPF(0, "Draw Thread Cleaning"); - // Calculate the updates that should be run for the next draw - update_Sum += (start - last_Block_Update) / (1000000 / (float)target_UPS); + graphics::clean(); +} - // insures the float to int cast is done once. - int iupdate_sum = (int)update_Sum; +/// ***** Private Methods ***** +SDL_Thread* updatesThread = NULL; +SDL_Thread* drawThread = NULL; - // 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; +void run() +{ + is_Running = true; - // 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(); - } + updatesThread = SDL_CreateThread(startUpdateThread, NULL); + drawThread = SDL_CreateThread(startDrawThread, NULL); + + SDL_WaitThread(updatesThread, NULL); + SDL_WaitThread(drawThread, NULL); } void updateFPSCounters() @@ -145,40 +175,93 @@ void updateFPSCounters() { ups = update_Count; fps = draw_Count; - update_Count = 0; - draw_Count = 0; + + // NOT thread safe, but they're estimates anyways + update_Count -= ups; + draw_Count -= fps; last_Second = tickCountMicro(); - //cout << "ups:\t" << ups << endl; - //cout << "fps:\t" << fps << endl; + if(cfg::showFPS()) + { + cout << "fps:\t" << fps << endl; + } + if(cfg::showUPS()) + { + cout << "ups:\t" << ups << endl; + } } } -void input() +void handleInput() { - inputUpdate(); + input::update(); - gameInput(); + game::handleInput(); - if(wasReleased(SDLK_ESCAPE)) + if(cfg::endGame()) is_Running = false; } void update(float time_step) { + game::update(time_step); update_Count++; - - gameUpdate(time_step); } 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); + + draw_Count++; +} + +int startUpdateThread(void*) +{ + updatesInit(); + + 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; + + while(min_wait_micro < update_Wait) + { + update_Wait -= min_wait_micro; + SDL_Delay(min_wait_milli); + } + } + + updatesClean(); + + return 0; +} + +int startDrawThread(void*) +{ + drawInit(); + + while(is_Running) + { + draw(); + } + + drawClean(); + + return 0; }