moved event pumping onto the draw thread, should fix windows event problems
[physics.git] / src / main.cpp
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1/*
2 * Copyright (C) 2008 Patrik Gornicz, Gornicz_P (at) hotmail (dot) com.
3 *
4 * This program is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 3 of the License, or
7 * (at your option) any later version.
8 *
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
13 *
14 * You should have received a copy of the GNU General Public License
15 * along with this program. If not, see <http://www.gnu.org/licenses/>.
16 */
17
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18#include <GL/gl.h>
19#include <GL/glu.h>
20#include <SDL/SDL.h>
21
f7b3b2eb 22#include "debug.h"
7cbd4505 23#include "handleSignal.h"
f7b3b2eb 24
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25#include "game.h"
26#include "ticks.h"
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27
28#include "graphics/graphics.h"
f7b3b2eb 29#include "input/inputManager.h"
b1d92c2f 30#include "config/config.h"
ad9f1fb6 31
ad9f1fb6 32/// ***** Private Method Headers *****
617dcc71 33
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34void mainInit();
35void mainClean();
36
37void updatesInit();
38void updatesClean();
39
40void drawInit();
41void drawClean();
ad9f1fb6 42
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43void sighandler( int sig );
44
ad9f1fb6 45void run();
617dcc71 46void clean();
ad9f1fb6 47
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48void updateFPSCounters();
49
68b2316d 50void handleInput();
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51void update(float);
52void draw();
53
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54int startUpdateThread(void*);
55int startDrawThread(void*);
56
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57/// ***** Private Variables *****
58
59// variable used to determine if it is time to shutdown
60bool is_Running;
61
62/* Values for the main game loop
63 * target_UPS := the amount of updates that is wanted in one second
ce53f20f 64 *
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65 * ups := updates per second for the last second
66 * fps := frames per second for the last second
67 * update_Count := counts this seconds updates
68 * draw_Count := counts this seconds draws
69 * last_Second := stores the time of the last second, used for ups and fps
70 */
d279b77b 71int target_UPS = 100;
8baa4b2f 72float update_Wait = 0;
ad9f1fb6 73
ce53f20f 74int ups, fps;
ad9f1fb6 75int update_Count, draw_Count;
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76MICRO last_Second;
77
78const int min_wait_milli = 20;
79const int min_wait_micro = min_wait_milli * 1000;
80const float game_step = 10;
ad9f1fb6 81
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82bool updateInitialized = false;
83bool drawInitialized = false;
d279b77b 84
617dcc71 85/// ***** MAIN Method *****
3c3c195d 86int main(int argc, char** args)
617dcc71 87{
2a02c4bb 88 mainInit();
617dcc71 89 run();
2a02c4bb 90 mainClean();
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91 return 0;
92}
93
94/// ***** Initializers/Cleaners *****
95
2a02c4bb 96void mainInit()
ad9f1fb6 97{
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98 installSignal();
99
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100 debug::init();
101}
102
103void mainClean()
104{
105 debug::clean();
106}
107
108void updatesInit()
109{
110 while(!drawInitialized)
111 SDL_Delay(100);
3c3c195d 112
68b2316d 113 game::init();
5f3520c8 114 DPF(0, "Game initialized");
3c3c195d 115
68b2316d 116 input::init();
5f3520c8 117 DPF(0, "Input initialized");
3c3c195d 118
b1d92c2f 119 cfg::init();
5f3520c8 120 DPF(0, "Configs initialized");
b1d92c2f 121
5f3520c8 122 DPF(0, "Initialization Complete");
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123
124 updateInitialized = true;
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125}
126
2a02c4bb 127void updatesClean()
44b079f8 128{
2a02c4bb 129 DPF(0, "Update Thread Cleaning");
44b079f8 130
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131 cfg::clean();
132
68b2316d 133 input::clean();
617dcc71 134
68b2316d 135 game::clean();
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136}
137
138void drawInit()
139{
140 graphics::init();
141 DPF(0, "Graphics initialized");
142
143 drawInitialized = true;
144
145 while(!updateInitialized)
146 SDL_Delay(100);
147}
148
149void drawClean()
150{
151 DPF(0, "Draw Thread Cleaning");
44b079f8 152
68b2316d 153 graphics::clean();
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154}
155
617dcc71 156/// ***** Private Methods *****
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157SDL_Thread* updatesThread = NULL;
158SDL_Thread* drawThread = NULL;
617dcc71 159
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160void run()
161{
162 is_Running = true;
d279b77b 163
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164 updatesThread = SDL_CreateThread(startUpdateThread, NULL);
165 drawThread = SDL_CreateThread(startDrawThread, NULL);
d279b77b 166
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167 SDL_WaitThread(updatesThread, NULL);
168 SDL_WaitThread(drawThread, NULL);
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169}
170
171void updateFPSCounters()
172{
173 // Check if a second has passed to recalculate UPS and FPS
174 if (tickCountMicro() - last_Second >= 1000000)
175 {
176 ups = update_Count;
177 fps = draw_Count;
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178
179 // NOT thread safe, but they're estimates anyways
180 update_Count -= ups;
181 draw_Count -= fps;
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182
183 last_Second = tickCountMicro();
44b079f8 184
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185#ifdef FPSUPS
186 cout << "ups:\t" << ups << endl;
187 cout << "fps:\t" << fps << endl;
188#endif
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189 }
190}
191
68b2316d 192void handleInput()
ad9f1fb6 193{
ce53f20f 194 input::update();
f7b3b2eb 195
ce53f20f 196 game::handleInput();
ad9f1fb6 197
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198 if(cfg::endGame())
199 is_Running = false;
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200}
201
202void update(float time_step)
203{
ce53f20f 204 game::update(time_step);
ad9f1fb6 205 update_Count++;
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206}
207
208void draw()
209{
ce53f20f 210 game::draw();
d279b77b 211
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212 SDL_PumpEvents(); // has to be on the Draw thread for the Windows API
213
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214 SDL_GL_SwapBuffers();
215
216 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ad9f1fb6 217
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218 draw_Count++;
219}
d279b77b 220
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221int startUpdateThread(void*)
222{
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223 updatesInit();
224
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225 last_Second = tickCountMicro();
226
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227 while(is_Running)
228 {
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229 MICRO time = tickCountMicro();
230 handleInput();
231 update(game_step);
232
233 updateFPSCounters();
234 time = tickCountMicro() - time;
d279b77b 235
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236 float wait = (1000000.0 / target_UPS - time);
237 update_Wait += 0 < wait ? wait : 0;
d279b77b 238
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239 while(min_wait_micro < update_Wait)
240 {
241 update_Wait -= min_wait_micro;
242 SDL_Delay(min_wait_milli);
243 }
ce53f20f 244 }
ad9f1fb6 245
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246 updatesClean();
247
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248 return 0;
249}
ad9f1fb6 250
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251int startDrawThread(void*)
252{
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253 drawInit();
254
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255 while(is_Running)
256 {
257 draw();
258 }
25d84412 259
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260 drawClean();
261
ce53f20f 262 return 0;
ad9f1fb6 263}