Commit | Line | Data |
---|---|---|
ad9f1fb6 PG |
1 | #include <GL/gl.h> |
2 | #include <GL/glu.h> | |
3 | #include <SDL/SDL.h> | |
4 | ||
ad9f1fb6 PG |
5 | #include <vector> |
6 | using std::vector; | |
7 | ||
f7b3b2eb PG |
8 | #include "debug.h" |
9 | ||
ad9f1fb6 PG |
10 | #include "game.h" |
11 | #include "ticks.h" | |
44b079f8 PG |
12 | |
13 | #include "graphics/graphics.h" | |
f7b3b2eb | 14 | #include "input/inputManager.h" |
ad9f1fb6 PG |
15 | |
16 | ||
17 | /// ***** Private Method Headers ***** | |
18 | void init(); | |
19 | ||
20 | void run(); | |
21 | void cleanUp(); | |
22 | ||
23 | void blockUpdate(); | |
24 | void updateFPSCounters(); | |
25 | ||
26 | void input(); | |
27 | void update(float); | |
28 | void draw(); | |
29 | ||
30 | ||
31 | /// ***** MAIN Method ***** | |
32 | int main() | |
33 | { | |
34 | init(); | |
35 | run(); | |
36 | cleanUp(); | |
37 | return 0; | |
38 | } | |
39 | ||
40 | ||
41 | /// ***** Private Variables ***** | |
42 | ||
43 | // variable used to determine if it is time to shutdown | |
44 | bool is_Running; | |
45 | ||
46 | /* Values for the main game loop | |
47 | * target_UPS := the amount of updates that is wanted in one second | |
48 | * last_Update := stores the time of the last update | |
49 | * update_Sum := used to determine the updates needs for this run | |
50 | ||
51 | * ups := updates per second for the last second | |
52 | * fps := frames per second for the last second | |
53 | * update_Count := counts this seconds updates | |
54 | * draw_Count := counts this seconds draws | |
55 | * last_Second := stores the time of the last second, used for ups and fps | |
56 | */ | |
57 | int target_UPS = 250; | |
58 | long int last_Block_Update; | |
59 | float update_Sum = 0; | |
60 | ||
61 | int ups, fps; | |
62 | int update_Count, draw_Count; | |
63 | long int last_Second; | |
64 | ||
65 | ||
66 | /// ***** Private Methods ***** | |
67 | void init() | |
68 | { | |
69 | graphicsInit(); | |
70 | ||
71 | gameInit(); | |
72 | ||
73 | // TODO | |
74 | // add a game state | |
75 | ||
f7b3b2eb | 76 | #ifdef DEBUGGING |
ad9f1fb6 | 77 | cout << "Initialization Complete" << endl; |
f7b3b2eb | 78 | #endif |
ad9f1fb6 PG |
79 | } |
80 | ||
44b079f8 PG |
81 | void cleanUp() |
82 | { | |
83 | #ifdef DEBUGGING | |
84 | cout << "Cleaning up" << endl; | |
85 | #endif | |
86 | ||
87 | gameClean(); | |
88 | ||
89 | graphicsCleanUp(); | |
90 | } | |
91 | ||
ad9f1fb6 PG |
92 | void run() |
93 | { | |
94 | is_Running = true; | |
95 | last_Block_Update = tickCountMicro(); | |
96 | last_Second = tickCountMicro(); | |
97 | ||
98 | while(is_Running) | |
99 | { | |
100 | blockUpdate(); | |
101 | updateFPSCounters(); | |
102 | draw(); | |
103 | } | |
104 | } | |
105 | ||
ad9f1fb6 PG |
106 | void blockUpdate() |
107 | { | |
108 | long int start = tickCountMicro(); | |
109 | ||
110 | // Calculate the updates that should be run for the next draw | |
111 | update_Sum += (start - last_Block_Update) / (1000000 / (float)target_UPS); | |
112 | ||
113 | // insures the float to int cast is done once. | |
114 | int iupdate_sum = (int)update_Sum; | |
115 | ||
116 | // TODO the main run loop needs to be tested and pruned | |
117 | if (iupdate_sum > 0) | |
118 | { | |
119 | // Calculate a time step that spreads the updates out as much as possible | |
120 | // used because really quick updates are nearly wasted | |
121 | float time_step = ((float)(start - last_Block_Update)) / iupdate_sum; | |
122 | ||
123 | // run the updates | |
124 | for (int i = 1; i <= iupdate_sum; i++) | |
125 | { | |
126 | input(); | |
127 | update(time_step*i / 1000); | |
128 | } | |
129 | // remove the updates that where run from the sum | |
130 | update_Sum -= iupdate_sum; | |
131 | last_Block_Update = tickCountMicro(); | |
132 | } | |
133 | } | |
134 | ||
135 | void updateFPSCounters() | |
136 | { | |
137 | // Check if a second has passed to recalculate UPS and FPS | |
138 | if (tickCountMicro() - last_Second >= 1000000) | |
139 | { | |
140 | ups = update_Count; | |
141 | fps = draw_Count; | |
142 | update_Count = 0; | |
143 | draw_Count = 0; | |
144 | ||
145 | last_Second = tickCountMicro(); | |
44b079f8 PG |
146 | |
147 | //cout << "ups:\t" << ups << endl; | |
148 | //cout << "fps:\t" << fps << endl; | |
ad9f1fb6 PG |
149 | } |
150 | } | |
151 | ||
152 | void input() | |
153 | { | |
f7b3b2eb PG |
154 | inputUpdate(); |
155 | ||
ad9f1fb6 PG |
156 | gameInput(); |
157 | ||
44b079f8 | 158 | if(wasReleased(SDLK_ESCAPE)) |
ad9f1fb6 | 159 | is_Running = false; |
ad9f1fb6 PG |
160 | } |
161 | ||
162 | void update(float time_step) | |
163 | { | |
164 | update_Count++; | |
165 | ||
166 | gameUpdate(time_step); | |
167 | } | |
168 | ||
169 | void draw() | |
170 | { | |
171 | draw_Count++; | |
172 | ||
173 | gameDraw(); | |
174 | ||
175 | SDL_GL_SwapBuffers(); | |
176 | ||
177 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | |
178 | } |