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1 | #include <GL/gl.h> |
2 | #include <GL/glu.h> | |
3 | #include <SDL/SDL.h> | |
4 | ||
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5 | #include <vector> |
6 | using std::vector; | |
7 | ||
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8 | #include "debug.h" |
9 | ||
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10 | #include "game.h" |
11 | #include "ticks.h" | |
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12 | |
13 | #include "graphics/graphics.h" | |
f7b3b2eb | 14 | #include "input/inputManager.h" |
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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 |
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79 | |
80 | // create starting entities | |
81 | ||
f7b3b2eb | 82 | #ifdef DEBUGGING |
ad9f1fb6 | 83 | cout << "World Created" << endl; |
f7b3b2eb | 84 | #endif |
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85 | } |
86 | ||
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87 | void cleanUp() |
88 | { | |
89 | #ifdef DEBUGGING | |
90 | cout << "Cleaning up" << endl; | |
91 | #endif | |
92 | ||
93 | gameClean(); | |
94 | ||
95 | graphicsCleanUp(); | |
96 | } | |
97 | ||
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98 | void run() |
99 | { | |
100 | is_Running = true; | |
101 | last_Block_Update = tickCountMicro(); | |
102 | last_Second = tickCountMicro(); | |
103 | ||
104 | while(is_Running) | |
105 | { | |
106 | blockUpdate(); | |
107 | updateFPSCounters(); | |
108 | draw(); | |
109 | } | |
110 | } | |
111 | ||
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112 | void blockUpdate() |
113 | { | |
114 | long int start = tickCountMicro(); | |
115 | ||
116 | // Calculate the updates that should be run for the next draw | |
117 | update_Sum += (start - last_Block_Update) / (1000000 / (float)target_UPS); | |
118 | ||
119 | // insures the float to int cast is done once. | |
120 | int iupdate_sum = (int)update_Sum; | |
121 | ||
122 | // TODO the main run loop needs to be tested and pruned | |
123 | if (iupdate_sum > 0) | |
124 | { | |
125 | // Calculate a time step that spreads the updates out as much as possible | |
126 | // used because really quick updates are nearly wasted | |
127 | float time_step = ((float)(start - last_Block_Update)) / iupdate_sum; | |
128 | ||
129 | // run the updates | |
130 | for (int i = 1; i <= iupdate_sum; i++) | |
131 | { | |
132 | input(); | |
133 | update(time_step*i / 1000); | |
134 | } | |
135 | // remove the updates that where run from the sum | |
136 | update_Sum -= iupdate_sum; | |
137 | last_Block_Update = tickCountMicro(); | |
138 | } | |
139 | } | |
140 | ||
141 | void updateFPSCounters() | |
142 | { | |
143 | // Check if a second has passed to recalculate UPS and FPS | |
144 | if (tickCountMicro() - last_Second >= 1000000) | |
145 | { | |
146 | ups = update_Count; | |
147 | fps = draw_Count; | |
148 | update_Count = 0; | |
149 | draw_Count = 0; | |
150 | ||
151 | last_Second = tickCountMicro(); | |
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152 | |
153 | //cout << "ups:\t" << ups << endl; | |
154 | //cout << "fps:\t" << fps << endl; | |
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155 | } |
156 | } | |
157 | ||
158 | void input() | |
159 | { | |
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160 | inputUpdate(); |
161 | ||
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162 | gameInput(); |
163 | ||
44b079f8 | 164 | if(wasReleased(SDLK_ESCAPE)) |
ad9f1fb6 | 165 | is_Running = false; |
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166 | } |
167 | ||
168 | void update(float time_step) | |
169 | { | |
170 | update_Count++; | |
171 | ||
172 | gameUpdate(time_step); | |
173 | } | |
174 | ||
175 | void draw() | |
176 | { | |
177 | draw_Count++; | |
178 | ||
179 | gameDraw(); | |
180 | ||
181 | SDL_GL_SwapBuffers(); | |
182 | ||
183 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | |
184 | } |