#include "debug.h"
#include <set>
+#include <SDL/SDL.h>
#include "Entities/Entity.h"
#include "Entities/Particle.h"
setPhys active_Physics;
setPhys physics_To_Remove;
+SDL_mutex* particleSetLock = NULL;
+SDL_mutex* physicsEntitySetLock = NULL;
+
/// ***** Initializers/Cleaners *****
void manager::init()
{
+ particleSetLock = SDL_CreateMutex();
+ physicsEntitySetLock = SDL_CreateMutex();
+
collision::init();
}
void manager::clean()
{
collision::clean();
+
+ SDL_DestroyMutex(particleSetLock);
+ particleSetLock = NULL;
+
+ SDL_DestroyMutex(physicsEntitySetLock);
+ physicsEntitySetLock = NULL;
}
/// ***** Public Methods *****
}
void manager::draw()
{
- // update active Particle*s
- for( setPart::iterator it = active_Particles.begin();
- it != active_Particles.end();
- it++ )
- {
- (*it)->draw();
- }
+ SDL_mutexP( particleSetLock );
+ // update active Particle*s
+ for( setPart::iterator it = active_Particles.begin();
+ it != active_Particles.end();
+ it++ )
+ {
+ (*it)->draw();
+ }
+ SDL_mutexV( particleSetLock );
- // update active PhysicsEntity*s
- for( setPhys::iterator it = active_Physics.begin();
- it != active_Physics.end();
- it++ )
- {
- (*it)->draw();
- }
+ SDL_mutexP( physicsEntitySetLock );
+ // update active PhysicsEntity*s
+ for( setPhys::iterator it = active_Physics.begin();
+ it != active_Physics.end();
+ it++ )
+ {
+ (*it)->draw();
+ }
+ SDL_mutexV( physicsEntitySetLock );
}
/// ***** Private Methods *****
void updateParticles(float time_step)
{
- // add new Particle*s to Active
- for( setPart::iterator it = particles_To_Add.begin();
- it != particles_To_Add.end();
- it++ )
- {
- active_Particles.insert(*it);
- }
- particles_To_Add.clear();
+ SDL_mutexP( particleSetLock );
+ // add new Particle*s to Active
+ for( setPart::iterator it = particles_To_Add.begin();
+ it != particles_To_Add.end();
+ it++ )
+ {
+ active_Particles.insert(*it);
+ }
+ particles_To_Add.clear();
- // remove dead Particle*s from Active
- for( setPart::iterator it = particles_To_Remove.begin();
- it != particles_To_Remove.end();
- it++ )
- {
- active_Particles.erase(*it);
- }
- particles_To_Remove.clear();
+ // remove dead Particle*s from Active
+ for( setPart::iterator it = particles_To_Remove.begin();
+ it != particles_To_Remove.end();
+ it++ )
+ {
+ active_Particles.erase(*it);
+ }
+ particles_To_Remove.clear();
+ SDL_mutexV( particleSetLock );
// update active Particle*s
for( setPart::iterator it = active_Particles.begin();
}
void updatePhysics(float time_step)
{
- // add new PhysicsEntity*s to Active
- for( setPhys::iterator it = physics_To_Add.begin();
- it != physics_To_Add.end();
- it++ )
- {
- active_Physics.insert(*it);
- }
- physics_To_Add.clear();
+ SDL_mutexP( physicsEntitySetLock );
+ // add new PhysicsEntity*s to Active
+ for( setPhys::iterator it = physics_To_Add.begin();
+ it != physics_To_Add.end();
+ it++ )
+ {
+ active_Physics.insert(*it);
+ }
+ physics_To_Add.clear();
- // remove dead PhysicsEntity*s from Active
- for( setPhys::iterator it = physics_To_Remove.begin();
- it != physics_To_Remove.end();
- it++ )
- {
- active_Physics.erase(*it);
- }
- physics_To_Remove.clear();
+ // remove dead PhysicsEntity*s from Active
+ for( setPhys::iterator it = physics_To_Remove.begin();
+ it != physics_To_Remove.end();
+ it++ )
+ {
+ active_Physics.erase(*it);
+ }
+ physics_To_Remove.clear();
+ SDL_mutexV( physicsEntitySetLock );
// apply collision math
collision::update(active_Physics);