created basic threads
[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 init();
35
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36void sighandler( int sig );
37
ad9f1fb6 38void run();
617dcc71 39void clean();
ad9f1fb6 40
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41void updateFPSCounters();
42
68b2316d 43void handleInput();
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44void update(float);
45void draw();
46
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47/// ***** Private Variables *****
48
49// variable used to determine if it is time to shutdown
50bool is_Running;
51
52/* Values for the main game loop
53 * target_UPS := the amount of updates that is wanted in one second
ce53f20f 54 *
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55 * ups := updates per second for the last second
56 * fps := frames per second for the last second
57 * update_Count := counts this seconds updates
58 * draw_Count := counts this seconds draws
59 * last_Second := stores the time of the last second, used for ups and fps
60 */
d279b77b 61int target_UPS = 100;
ad9f1fb6 62
ce53f20f 63int ups, fps;
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64int update_Count, draw_Count;
65long int last_Second;
66
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67int startUpdateThread(void*);
68int startDrawThread(void*);
d279b77b 69
617dcc71 70/// ***** MAIN Method *****
3c3c195d 71int main(int argc, char** args)
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72{
73 init();
74 run();
75 clean();
76 return 0;
77}
78
79/// ***** Initializers/Cleaners *****
80
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81void init()
82{
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83 installSignal();
84
68b2316d 85 graphics::init();
5f3520c8 86 DPF(0, "Graphics initialized");
3c3c195d 87
68b2316d 88 game::init();
5f3520c8 89 DPF(0, "Game initialized");
3c3c195d 90
68b2316d 91 input::init();
5f3520c8 92 DPF(0, "Input initialized");
3c3c195d 93
b1d92c2f 94 cfg::init();
5f3520c8 95 DPF(0, "Configs initialized");
b1d92c2f 96
5f3520c8 97 DPF(0, "Initialization Complete");
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98}
99
617dcc71 100void clean()
44b079f8 101{
ca2d526e 102 DPF(0, "Cleaning up");
44b079f8 103
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104 cfg::clean();
105
68b2316d 106 input::clean();
617dcc71 107
68b2316d 108 game::clean();
44b079f8 109
68b2316d 110 graphics::clean();
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111}
112
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113/// ***** Private Methods *****
114
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115void run()
116{
117 is_Running = true;
d279b77b 118
ce53f20f 119 SDL_Thread* updates = SDL_CreateThread(startUpdateThread, NULL);
d279b77b 120
ce53f20f 121 startDrawThread(NULL);
ad9f1fb6 122
ce53f20f 123 SDL_WaitThread(updates, NULL);
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124}
125
126void updateFPSCounters()
127{
128 // Check if a second has passed to recalculate UPS and FPS
129 if (tickCountMicro() - last_Second >= 1000000)
130 {
131 ups = update_Count;
132 fps = draw_Count;
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133
134 // NOT thread safe, but they're estimates anyways
135 update_Count -= ups;
136 draw_Count -= fps;
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137
138 last_Second = tickCountMicro();
44b079f8 139
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140#ifdef FPSUPS
141 cout << "ups:\t" << ups << endl;
142 cout << "fps:\t" << fps << endl;
143#endif
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144 }
145}
146
68b2316d 147void handleInput()
ad9f1fb6 148{
ce53f20f 149 input::update();
f7b3b2eb 150
ce53f20f 151 game::handleInput();
ad9f1fb6 152
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153 if(cfg::endGame())
154 is_Running = false;
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155}
156
157void update(float time_step)
158{
ce53f20f 159 game::update(time_step);
ad9f1fb6 160 update_Count++;
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161}
162
163void draw()
164{
ce53f20f 165 game::draw();
d279b77b 166
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167 SDL_GL_SwapBuffers();
168
169 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ad9f1fb6 170
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171 draw_Count++;
172}
d279b77b 173
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174int startUpdateThread(void*)
175{
176 while(is_Running)
177 {
178 handleInput();
179 update(10);
d279b77b 180
ce53f20f 181 updateFPSCounters();
d279b77b 182
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183 SDL_Delay(10);
184 }
ad9f1fb6 185
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186 return 0;
187}
ad9f1fb6 188
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189int startDrawThread(void*)
190{
191 while(is_Running)
192 {
193 draw();
194 }
25d84412 195
ce53f20f 196 return 0;
ad9f1fb6 197}