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1 | #include <GL/gl.h> |
2 | #include <GL/glu.h> | |
3 | #include <SDL/SDL.h> | |
4 | ||
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5 | #include <vector> |
6 | using std::vector; | |
7 | ||
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8 | #include "debug.h" |
9 | ||
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10 | #include "game.h" |
11 | #include "ticks.h" | |
12 | #include "graphics.h" | |
f7b3b2eb | 13 | #include "input/inputManager.h" |
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14 | |
15 | ||
16 | /// ***** Private Method Headers ***** | |
17 | void init(); | |
18 | ||
19 | void run(); | |
20 | void cleanUp(); | |
21 | ||
22 | void blockUpdate(); | |
23 | void updateFPSCounters(); | |
24 | ||
25 | void input(); | |
26 | void update(float); | |
27 | void draw(); | |
28 | ||
29 | ||
30 | /// ***** MAIN Method ***** | |
31 | int main() | |
32 | { | |
33 | init(); | |
34 | run(); | |
35 | cleanUp(); | |
36 | return 0; | |
37 | } | |
38 | ||
39 | ||
40 | /// ***** Private Variables ***** | |
41 | ||
42 | // variable used to determine if it is time to shutdown | |
43 | bool is_Running; | |
44 | ||
45 | /* Values for the main game loop | |
46 | * target_UPS := the amount of updates that is wanted in one second | |
47 | * last_Update := stores the time of the last update | |
48 | * update_Sum := used to determine the updates needs for this run | |
49 | ||
50 | * ups := updates per second for the last second | |
51 | * fps := frames per second for the last second | |
52 | * update_Count := counts this seconds updates | |
53 | * draw_Count := counts this seconds draws | |
54 | * last_Second := stores the time of the last second, used for ups and fps | |
55 | */ | |
56 | int target_UPS = 250; | |
57 | long int last_Block_Update; | |
58 | float update_Sum = 0; | |
59 | ||
60 | int ups, fps; | |
61 | int update_Count, draw_Count; | |
62 | long int last_Second; | |
63 | ||
64 | ||
65 | /// ***** Private Methods ***** | |
66 | void init() | |
67 | { | |
68 | graphicsInit(); | |
69 | ||
70 | gameInit(); | |
71 | ||
72 | // TODO | |
73 | // add a game state | |
74 | ||
f7b3b2eb | 75 | #ifdef DEBUGGING |
ad9f1fb6 | 76 | cout << "Initialization Complete" << endl; |
f7b3b2eb | 77 | #endif |
ad9f1fb6 PG |
78 | |
79 | // create starting entities | |
80 | ||
f7b3b2eb | 81 | #ifdef DEBUGGING |
ad9f1fb6 | 82 | cout << "World Created" << endl; |
f7b3b2eb | 83 | #endif |
ad9f1fb6 PG |
84 | } |
85 | ||
86 | void run() | |
87 | { | |
88 | is_Running = true; | |
89 | last_Block_Update = tickCountMicro(); | |
90 | last_Second = tickCountMicro(); | |
91 | ||
92 | while(is_Running) | |
93 | { | |
94 | blockUpdate(); | |
95 | updateFPSCounters(); | |
96 | draw(); | |
97 | } | |
98 | } | |
99 | ||
100 | void cleanUp() | |
101 | { | |
102 | gameClean(); | |
103 | } | |
104 | ||
105 | void blockUpdate() | |
106 | { | |
107 | long int start = tickCountMicro(); | |
108 | ||
109 | // Calculate the updates that should be run for the next draw | |
110 | update_Sum += (start - last_Block_Update) / (1000000 / (float)target_UPS); | |
111 | ||
112 | // insures the float to int cast is done once. | |
113 | int iupdate_sum = (int)update_Sum; | |
114 | ||
115 | // TODO the main run loop needs to be tested and pruned | |
116 | if (iupdate_sum > 0) | |
117 | { | |
118 | // Calculate a time step that spreads the updates out as much as possible | |
119 | // used because really quick updates are nearly wasted | |
120 | float time_step = ((float)(start - last_Block_Update)) / iupdate_sum; | |
121 | ||
122 | // run the updates | |
123 | for (int i = 1; i <= iupdate_sum; i++) | |
124 | { | |
125 | input(); | |
126 | update(time_step*i / 1000); | |
127 | } | |
128 | // remove the updates that where run from the sum | |
129 | update_Sum -= iupdate_sum; | |
130 | last_Block_Update = tickCountMicro(); | |
131 | } | |
132 | } | |
133 | ||
134 | void updateFPSCounters() | |
135 | { | |
136 | // Check if a second has passed to recalculate UPS and FPS | |
137 | if (tickCountMicro() - last_Second >= 1000000) | |
138 | { | |
139 | ups = update_Count; | |
140 | fps = draw_Count; | |
141 | update_Count = 0; | |
142 | draw_Count = 0; | |
143 | ||
144 | last_Second = tickCountMicro(); | |
145 | } | |
146 | } | |
147 | ||
148 | void input() | |
149 | { | |
f7b3b2eb PG |
150 | inputUpdate(); |
151 | ||
ad9f1fb6 PG |
152 | gameInput(); |
153 | ||
f7b3b2eb | 154 | if(isPressed(SDLK_ESCAPE)) |
ad9f1fb6 | 155 | is_Running = false; |
ad9f1fb6 PG |
156 | } |
157 | ||
158 | void update(float time_step) | |
159 | { | |
160 | update_Count++; | |
161 | ||
162 | gameUpdate(time_step); | |
163 | } | |
164 | ||
165 | void draw() | |
166 | { | |
167 | draw_Count++; | |
168 | ||
169 | gameDraw(); | |
170 | ||
171 | SDL_GL_SwapBuffers(); | |
172 | ||
173 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | |
174 | } |