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 = 1000;
75 float time_steps_Count;
78 // experiment with rolling averages
87 /// ***** MAIN Method *****
96 /// ***** Initializers/Cleaners *****
111 cout << "Initialization Complete" << endl;
118 cout << "Cleaning up" << endl;
130 /// ***** Private Methods *****
137 last_Block_Update = tickCountMicro();
138 last_Second = tickCountMicro();
144 time = tickCountMicro();
148 time = tickCountMicro() - time;
150 rRun = (rRun * (num-1) + time) / num;
152 //cout << "total:\t" << total << endl;
153 //cout << "rR:\t" << rRun << endl;
160 long int start = tickCountMicro();
162 //cout << "Block" << endl;
164 // Calculate the updates that should be run for the next draw
165 update_Sum += (start - last_Block_Update) / (1000000 / (float)target_UPS);
167 // insures the float to int cast is done once.
168 int iupdate_sum = (int)update_Sum;
170 // TODO the main run loop needs to be tested and pruned
173 // Calculate a time step that spreads the updates out as much as possible
174 // used because really quick updates are nearly wasted
175 float time_step = ((float)(start - last_Block_Update)) / iupdate_sum / 1000;
178 for (int i = 1; i <= iupdate_sum; i++)
183 // remove the updates that where run from the sum
184 update_Sum -= iupdate_sum;
185 last_Block_Update = tickCountMicro();
189 void updateFPSCounters()
191 // Check if a second has passed to recalculate UPS and FPS
192 if (tickCountMicro() - last_Second >= 1000000)
196 times = time_steps_Count;
199 time_steps_Count = 0;
201 last_Second = tickCountMicro();
204 cout << "ups:\t" << ups << endl;
205 cout << "fps:\t" << fps << endl;
206 cout << "times:\t" << times << endl;
215 time = tickCountMicro();
222 time = tickCountMicro() - time;
224 rInput = (rInput*(num-1) + time) /num;
229 void update(float time_step)
234 time_steps_Count += time_step;
236 time = tickCountMicro();
237 game::update(time_step);
238 time = tickCountMicro() - time;
240 rUpdate = (rUpdate * (num-1) + time) / num;
242 //cout << "ts:\t" << time_step << endl;
243 //cout << "ru:\t" << rUpdate << endl;
254 time = tickCountMicro();
257 SDL_GL_SwapBuffers();
259 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
262 time = tickCountMicro() - time;
264 rDraw = (rDraw*(num-1) + time) /num;
266 //cout << "rd:\t" << rDraw << endl;