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