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