update thread setup with a good cap
[physics.git] / src / main.cpp
... / ...
CommitLineData
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
18#include <GL/gl.h>
19#include <GL/glu.h>
20#include <SDL/SDL.h>
21
22#include "debug.h"
23#include "handleSignal.h"
24
25#include "game.h"
26#include "ticks.h"
27
28#include "graphics/graphics.h"
29#include "input/inputManager.h"
30#include "config/config.h"
31
32/// ***** Private Method Headers *****
33
34void init();
35
36void sighandler( int sig );
37
38void run();
39void clean();
40
41void updateFPSCounters();
42
43void handleInput();
44void update(float);
45void draw();
46
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
54 *
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 */
61int target_UPS = 100;
62float update_Wait = 0;
63
64int ups, fps;
65int update_Count, draw_Count;
66MICRO last_Second;
67
68const int min_wait_milli = 20;
69const int min_wait_micro = min_wait_milli * 1000;
70const float game_step = 10;
71
72int startUpdateThread(void*);
73int startDrawThread(void*);
74
75/// ***** MAIN Method *****
76int main(int argc, char** args)
77{
78 init();
79 run();
80 clean();
81 return 0;
82}
83
84/// ***** Initializers/Cleaners *****
85
86void init()
87{
88 installSignal();
89
90 graphics::init();
91 DPF(0, "Graphics initialized");
92
93 game::init();
94 DPF(0, "Game initialized");
95
96 input::init();
97 DPF(0, "Input initialized");
98
99 cfg::init();
100 DPF(0, "Configs initialized");
101
102 DPF(0, "Initialization Complete");
103}
104
105void clean()
106{
107 DPF(0, "Cleaning up");
108
109 cfg::clean();
110
111 input::clean();
112
113 game::clean();
114
115 graphics::clean();
116}
117
118/// ***** Private Methods *****
119
120void run()
121{
122 is_Running = true;
123
124 SDL_Thread* updates = SDL_CreateThread(startUpdateThread, NULL);
125
126 // for some reason this needs to be on the main thread ...?
127 startDrawThread(NULL);
128
129 SDL_WaitThread(updates, NULL);
130}
131
132void 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
140 // NOT thread safe, but they're estimates anyways
141 update_Count -= ups;
142 draw_Count -= fps;
143
144 last_Second = tickCountMicro();
145
146#ifdef FPSUPS
147 cout << "ups:\t" << ups << endl;
148 cout << "fps:\t" << fps << endl;
149#endif
150 }
151}
152
153void handleInput()
154{
155 input::update();
156
157 game::handleInput();
158
159 if(cfg::endGame())
160 is_Running = false;
161}
162
163void update(float time_step)
164{
165 game::update(time_step);
166 update_Count++;
167}
168
169void draw()
170{
171 game::draw();
172
173 SDL_GL_SwapBuffers();
174
175 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
176
177 draw_Count++;
178}
179
180int startUpdateThread(void*)
181{
182 last_Second = tickCountMicro();
183
184 while(is_Running)
185 {
186 MICRO time = tickCountMicro();
187 handleInput();
188 update(game_step);
189
190 updateFPSCounters();
191 time = tickCountMicro() - time;
192
193 float wait = (1000000.0 / target_UPS - time);
194 update_Wait += 0 < wait ? wait : 0;
195
196 while(min_wait_micro < update_Wait)
197 {
198 update_Wait -= min_wait_micro;
199 SDL_Delay(min_wait_milli);
200 }
201 }
202
203 return 0;
204}
205
206int startDrawThread(void*)
207{
208 while(is_Running)
209 {
210 draw();
211 }
212
213 return 0;
214}