X-Git-Url: http://gitweb.pgornicz.com/gitweb.cgi?a=blobdiff_plain;f=src%2Fmain.cpp;h=130982453976105d220b09aa89178bdfb883749f;hb=8baa4b2f0b559c9c48fba41b8dc4a4d5f92f728b;hp=98565a6afa682eacb4cdd551e6782e3b052e43d6;hpb=a483ed7507597d41a784028284a85083c9647045;p=physics.git diff --git a/src/main.cpp b/src/main.cpp index 98565a6..1309824 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -1,43 +1,49 @@ +/* + * 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 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; -} - - /// ***** Private Variables ***** // variable used to determine if it is time to shutdown @@ -45,88 +51,82 @@ 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; + +int startUpdateThread(void*); +int startDrawThread(void*); + +/// ***** MAIN Method ***** +int main(int argc, char** args) +{ + init(); + run(); + clean(); + return 0; +} + +/// ***** Initializers/Cleaners ***** -/// ***** Private Methods ***** void init() { - graphicsInit(); + installSignal(); - gameInit(); + graphics::init(); + DPF(0, "Graphics initialized"); -#ifdef DEBUGGING - cout << "Initialization Complete" << endl; -#endif -} + game::init(); + DPF(0, "Game initialized"); -void cleanUp() -{ -#ifdef DEBUGGING - cout << "Cleaning up" << endl; -#endif + input::init(); + DPF(0, "Input initialized"); - gameClean(); + cfg::init(); + DPF(0, "Configs initialized"); - graphicsCleanUp(); + DPF(0, "Initialization Complete"); } -void run() +void clean() { - is_Running = true; - last_Block_Update = tickCountMicro(); - last_Second = tickCountMicro(); + DPF(0, "Cleaning up"); - while(is_Running) - { - blockUpdate(); - updateFPSCounters(); - draw(); - } + cfg::clean(); + + input::clean(); + + game::clean(); + + graphics::clean(); } -void blockUpdate() -{ - long int start = tickCountMicro(); +/// ***** Private Methods ***** - // Calculate the updates that should be run for the next draw - update_Sum += (start - last_Block_Update) / (1000000 / (float)target_UPS); +void run() +{ + is_Running = true; - // insures the float to int cast is done once. - int iupdate_sum = (int)update_Sum; + SDL_Thread* updates = SDL_CreateThread(startUpdateThread, 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; + // for some reason this needs to be on the main thread ...? + startDrawThread(NULL); - // 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(); - } + SDL_WaitThread(updates, NULL); } void updateFPSCounters() @@ -136,40 +136,79 @@ 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; +#ifdef FPSUPS + cout << "ups:\t" << ups << endl; + cout << "fps:\t" << fps << endl; +#endif } } -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++; - - gameDraw(); + game::draw(); SDL_GL_SwapBuffers(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + draw_Count++; +} + +int startUpdateThread(void*) +{ + 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); + } + } + + return 0; +} + +int startDrawThread(void*) +{ + while(is_Running) + { + draw(); + } + + return 0; }