2 * Copyright (C) 2008 Patrik Gornicz, Gornicz_P (at) hotmail (dot) com.
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.
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.
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/>.
23 #include "handleSignal.h"
28 #include "graphics/graphics.h"
29 #include "input/inputManager.h"
30 #include "config/config.h"
32 /// ***** Private Method Headers *****
36 void sighandler( int sig );
42 void updateFPSCounters();
48 /// ***** Private Variables *****
50 // variable used to determine if it is time to shutdown
53 /* Values for the main game loop
54 * target_UPS := the amount of updates that is wanted in one second
55 * last_Update := stores the time of the last update
56 * update_Sum := used to determine the updates needs for this run
58 * ups := updates per second for the last second
59 * fps := frames per second for the last second
60 * update_Count := counts this seconds updates
61 * draw_Count := counts this seconds draws
62 * last_Second := stores the time of the last second, used for ups and fps
65 long int last_Block_Update;
69 int update_Count, draw_Count;
73 float target_time_steps_per_second = 100;
76 // experiment with rolling averages
83 /// ***** MAIN Method *****
92 /// ***** Initializers/Cleaners *****
107 cout << "Initialization Complete" << endl;
114 cout << "Cleaning up" << endl;
126 /// ***** Private Methods *****
131 last_Block_Update = tickCountMicro();
132 last_Second = tickCountMicro();
138 time = tickCountMicro();
142 time = tickCountMicro() - time;
144 rRun = (rRun * (num-1) + time) / num;
146 cout << "rR:\t" << rRun << endl;
152 long int start = tickCountMicro();
154 cout << "Block" << endl;
156 // Calculate the updates that should be run for the next draw
157 update_Sum += (start - last_Block_Update) / (1000000 / (float)target_UPS);
159 // insures the float to int cast is done once.
160 int iupdate_sum = (int)update_Sum;
162 // TODO the main run loop needs to be tested and pruned
165 // Calculate a time step that spreads the updates out as much as possible
166 // used because really quick updates are nearly wasted
167 float time_step = ((float)(start - last_Block_Update)) / iupdate_sum;
170 for (int i = 1; i <= iupdate_sum; i++)
173 update(time_step / 1000);
175 // remove the updates that where run from the sum
176 update_Sum -= iupdate_sum;
177 last_Block_Update = tickCountMicro();
181 void updateFPSCounters()
183 // Check if a second has passed to recalculate UPS and FPS
184 if (tickCountMicro() - last_Second >= 1000000)
191 last_Second = tickCountMicro();
194 cout << "ups:\t" << ups << endl;
195 cout << "fps:\t" << fps << endl;
210 void update(float time_step)
216 time = tickCountMicro();
217 game::update(time_step);
218 time = tickCountMicro() - time;
220 rUpdate = (rUpdate * (num-1) + time) / num;
222 cout << "ru:\t" << rUpdate << endl;
223 cout << "ts:\t" << time_step << endl;
232 time = tickCountMicro();
235 SDL_GL_SwapBuffers();
237 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
240 time = tickCountMicro() - time;
242 rDraw = (rDraw*(num-1) + time) /num;
244 cout << "rd:\t" << rDraw << endl;