X-Git-Url: http://gitweb.pgornicz.com/gitweb.cgi?a=blobdiff_plain;f=src%2Fmain.cpp;h=d34f42082c5749eaa5ebf389bae36ce25b9d5b69;hb=ce53f20f9a78b01966c91838ee3b80b4c674bc35;hp=629ca9b76c52f9367c037de6b058d2b1927cdfd3;hpb=44b079f8ee4a8f4a751a3a4e12b2a15a831786a4;p=physics.git diff --git a/src/main.cpp b/src/main.cpp index 629ca9b..d34f420 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 @@ -45,97 +51,76 @@ 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; int ups, fps; int update_Count, draw_Count; long int last_Second; +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"); - // TODO - // add a game state + game::init(); + DPF(0, "Game initialized"); -#ifdef DEBUGGING - cout << "Initialization Complete" << endl; -#endif + 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"); } -void cleanUp() +void clean() { -#ifdef DEBUGGING - cout << "Cleaning up" << endl; -#endif + DPF(0, "Cleaning up"); - gameClean(); + cfg::clean(); - graphicsCleanUp(); -} + input::clean(); -void run() -{ - is_Running = true; - last_Block_Update = tickCountMicro(); - last_Second = tickCountMicro(); + game::clean(); - while(is_Running) - { - blockUpdate(); - updateFPSCounters(); - draw(); - } + graphics::clean(); } -void blockUpdate() +/// ***** Private Methods ***** + +void run() { - long int start = tickCountMicro(); + is_Running = true; - // Calculate the updates that should be run for the next draw - update_Sum += (start - last_Block_Update) / (1000000 / (float)target_UPS); + SDL_Thread* updates = SDL_CreateThread(startUpdateThread, NULL); - // insures the float to int cast is done once. - int iupdate_sum = (int)update_Sum; + startDrawThread(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; - - // 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() @@ -145,40 +130,68 @@ 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*) +{ + while(is_Running) + { + handleInput(); + update(10); + + updateFPSCounters(); + + SDL_Delay(10); + } + + return 0; +} + +int startDrawThread(void*) +{ + while(is_Running) + { + draw(); + } + + return 0; }