moved ticks to lib
[physics.git] / src / main.cpp
CommitLineData
e68f847b
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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
f32a9b7c 18#include <pg/debug.h>
6029825f 19#include <pg/ticks.h>
b85b89ba 20using namespace pg;
f32a9b7c 21
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22#include <iostream>
23using std::cout;
24using std::endl;
25
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26#include <GL/gl.h>
27#include <GL/glu.h>
28#include <SDL/SDL.h>
29
7cbd4505 30#include "handleSignal.h"
f7b3b2eb 31
ad9f1fb6 32#include "game.h"
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33
34#include "graphics/graphics.h"
f7b3b2eb 35#include "input/inputManager.h"
b1d92c2f 36#include "config/config.h"
ad9f1fb6 37
ad9f1fb6 38/// ***** Private Method Headers *****
617dcc71 39
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40static void mainInit();
41static void mainClean();
2a02c4bb 42
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43static void updatesInit();
44static void updatesClean();
2a02c4bb 45
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46static void drawInit();
47static void drawClean();
ad9f1fb6 48
e2b1ddcd 49static void run();
7cbd4505 50
e2b1ddcd 51static void updateFPSCounters();
ad9f1fb6 52
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53static void handleInput();
54static void update(float);
55static void draw();
ad9f1fb6 56
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57static int startUpdateThread(void*);
58static int startDrawThread(void*);
2a02c4bb 59
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60/// ***** Private Variables *****
61
62// variable used to determine if it is time to shutdown
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63static bool s_bIsRunning;
64
65// Minimum possible wait times by used library
66static const int s_iMinWaitMilli = 20;
67static const int s_iMinWaitMicro = s_iMinWaitMilli * 1000;
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68
69/* Values for the main game loop
ce53f20f 70 *
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71 * s_iTargetUPS := the amount of updates that is wanted in one second
72 * s_fAccUpdateWait := the accumulated wait time for the update sleeps
73 *
74 * s_iUPS := updates per second for the last second
75 * s_iFPS := frames per second for the last second
76 * s_iUpdateCount := counts this seconds updates
77 * s_iDrawCount := counts this seconds draws
78 * s_micLastSecond := stores the time of the last second, used for ups and fps
ad9f1fb6 79 */
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80static int s_iTargetUPS = 100;
81static float s_fAccUpdateWait = 0;
ad9f1fb6 82
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83static int s_iTargetFPS = 100;
84static float s_fAccDrawWait = 0;
85
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86static int s_iUPS, s_iFPS;
87static int s_iUpdateCount, s_iDrawCount;
88static MICRO s_micLastSecond;
8baa4b2f 89
e2b1ddcd 90static const float s_fGameStep = 10;
ad9f1fb6 91
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92static bool s_bUpdateInitialized = false;
93static bool s_bDrawInitialized = false;
d279b77b 94
617dcc71 95/// ***** MAIN Method *****
3c3c195d 96int main(int argc, char** args)
617dcc71 97{
2a02c4bb 98 mainInit();
617dcc71 99 run();
2a02c4bb 100 mainClean();
e2b1ddcd 101
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102 return 0;
103}
104
105/// ***** Initializers/Cleaners *****
106
2a02c4bb 107void mainInit()
ad9f1fb6 108{
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109 installSignal();
110
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111 debug::init();
112}
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113void mainClean()
114{
563db69a 115 debug::fini();
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116}
117
118void updatesInit()
119{
e2b1ddcd 120 while(!s_bDrawInitialized)
2a02c4bb 121 SDL_Delay(100);
3c3c195d 122
68b2316d 123 game::init();
5f3520c8 124 DPF(0, "Game initialized");
3c3c195d 125
68b2316d 126 input::init();
5f3520c8 127 DPF(0, "Input initialized");
3c3c195d 128
b1d92c2f 129 cfg::init();
5f3520c8 130 DPF(0, "Configs initialized");
b1d92c2f 131
5f3520c8 132 DPF(0, "Initialization Complete");
2a02c4bb 133
e2b1ddcd 134 s_bUpdateInitialized = true;
ad9f1fb6 135}
2a02c4bb 136void updatesClean()
44b079f8 137{
2a02c4bb 138 DPF(0, "Update Thread Cleaning");
44b079f8 139
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140 cfg::clean();
141
68b2316d 142 input::clean();
617dcc71 143
68b2316d 144 game::clean();
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145}
146
147void drawInit()
148{
149 graphics::init();
150 DPF(0, "Graphics initialized");
151
e2b1ddcd 152 s_bDrawInitialized = true;
2a02c4bb 153
e2b1ddcd 154 while(!s_bUpdateInitialized)
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155 SDL_Delay(100);
156}
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157void drawClean()
158{
159 DPF(0, "Draw Thread Cleaning");
44b079f8 160
68b2316d 161 graphics::clean();
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162}
163
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164/// ***** Private Methods *****
165
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166void run()
167{
e2b1ddcd 168 s_bIsRunning = true;
d279b77b 169
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170 SDL_Thread* s_pUpdatesThread = SDL_CreateThread(startUpdateThread, NULL);
171 SDL_Thread* s_pDrawThread = SDL_CreateThread(startDrawThread, NULL);
d279b77b 172
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173 SDL_WaitThread(s_pUpdatesThread, NULL);
174 SDL_WaitThread(s_pDrawThread, NULL);
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175}
176
177void updateFPSCounters()
178{
179 // Check if a second has passed to recalculate UPS and FPS
e2b1ddcd 180 if (tickCountMicro() - s_micLastSecond >= 1000000)
ad9f1fb6 181 {
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182 s_iUPS = s_iUpdateCount;
183 s_iFPS = s_iDrawCount;
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184
185 // NOT thread safe, but they're estimates anyways
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186 s_iUpdateCount -= s_iUPS;
187 s_iDrawCount -= s_iFPS;
ad9f1fb6 188
e2b1ddcd 189 s_micLastSecond = tickCountMicro();
44b079f8 190
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191 if(cfg::showFPS())
192 {
e2b1ddcd 193 cout << "fps:\t" << s_iFPS << endl;
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194 }
195 if(cfg::showUPS())
196 {
e2b1ddcd 197 cout << "ups:\t" << s_iUPS << endl;
c46074c1 198 }
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199 }
200}
201
68b2316d 202void handleInput()
ad9f1fb6 203{
ce53f20f 204 input::update();
f7b3b2eb 205
2b8199e7 206 cfg::handleInput();
ce53f20f 207 game::handleInput();
ad9f1fb6 208
ce53f20f 209 if(cfg::endGame())
e2b1ddcd 210 s_bIsRunning = false;
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211}
212
e2b1ddcd 213void update(float fTimeStep)
ad9f1fb6 214{
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215 game::update(fTimeStep);
216 s_iUpdateCount++;
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217}
218
219void draw()
220{
ce53f20f 221 game::draw();
d279b77b 222
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223 SDL_PumpEvents(); // has to be on the Draw thread for the Windows API
224
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225 SDL_GL_SwapBuffers();
226
227 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ad9f1fb6 228
e2b1ddcd 229 s_iDrawCount++;
ce53f20f 230}
d279b77b 231
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232int startUpdateThread(void*)
233{
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234 updatesInit();
235
e2b1ddcd 236 s_micLastSecond = tickCountMicro();
8baa4b2f 237
e2b1ddcd 238 while(s_bIsRunning)
ce53f20f 239 {
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240 MICRO time = tickCountMicro();
241 handleInput();
e2b1ddcd 242 update(s_fGameStep);
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243
244 updateFPSCounters();
245 time = tickCountMicro() - time;
d279b77b 246
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247 float wait = (1000000.0 / s_iTargetUPS - time);
248 s_fAccUpdateWait += 0 < wait ? wait : 0;
d279b77b 249
e2b1ddcd 250 if(s_iMinWaitMicro < s_fAccUpdateWait)
8baa4b2f 251 {
fa885913 252 int iWaits = (int)(s_fAccUpdateWait / s_iMinWaitMicro);
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253 s_fAccUpdateWait -= iWaits * s_iMinWaitMicro;
254 SDL_Delay(iWaits * s_iMinWaitMilli);
8baa4b2f 255 }
ce53f20f 256 }
ad9f1fb6 257
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258 updatesClean();
259
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260 return 0;
261}
ad9f1fb6 262
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263int startDrawThread(void*)
264{
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265 drawInit();
266
e2b1ddcd 267 while(s_bIsRunning)
ce53f20f 268 {
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269 MICRO time = tickCountMicro();
270 draw();
271 time = tickCountMicro() - time;
272
273 float wait = (1000000.0 / s_iTargetFPS - time);
274 s_fAccDrawWait += 0 < wait ? wait : 0;
275
276 if(s_iMinWaitMicro < s_fAccDrawWait)
277 {
278 int iWaits = (int)(s_fAccDrawWait / s_iMinWaitMicro);
279 s_fAccDrawWait -= iWaits * s_iMinWaitMicro;
280 SDL_Delay(iWaits * s_iMinWaitMilli);
281 }
ce53f20f 282 }
25d84412 283
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284 drawClean();
285
ce53f20f 286 return 0;
ad9f1fb6 287}