#include <set>
#include <SDL/SDL.h>
+#include "locks/Mutex.h"
+#include "locks/Autolock.h"
+
#include "Entities/Entity.h"
#include "Entities/Particle.h"
#include "Entities/PhysicsEntity.h"
setPhys active_Physics;
setPhys physics_To_Remove;
-SDL_mutex* particleSetLock = NULL;
-SDL_mutex* physicsEntitySetLock = NULL;
+Mutex particleSetLock;
+Mutex physicsEntitySetLock;
/// ***** Initializers/Cleaners *****
void manager::init()
{
- particleSetLock = SDL_CreateMutex();
- physicsEntitySetLock = SDL_CreateMutex();
+ particleSetLock.init();
+ physicsEntitySetLock.init();
collision::init();
}
{
collision::clean();
- SDL_DestroyMutex(particleSetLock);
- particleSetLock = NULL;
-
- SDL_DestroyMutex(physicsEntitySetLock);
- physicsEntitySetLock = NULL;
+ physicsEntitySetLock.clean();
+ particleSetLock.clean();
}
/// ***** Public Methods *****
}
void manager::draw()
{
- SDL_mutexP( particleSetLock );
+ {
+ Autolock lock( particleSetLock );
+ DPF(0, "Particle Draw Start");
+
// update active Particle*s
for( setPart::iterator it = active_Particles.begin();
it != active_Particles.end();
{
(*it)->draw();
}
- SDL_mutexV( particleSetLock );
- SDL_mutexP( physicsEntitySetLock );
+ DPF(0, "Particle Draw End");
+ }
+
+ {
+ Autolock lock( physicsEntitySetLock );
+ DPF(0, "Physics Draw Start");
+
// update active PhysicsEntity*s
for( setPhys::iterator it = active_Physics.begin();
it != active_Physics.end();
{
(*it)->draw();
}
- SDL_mutexV( physicsEntitySetLock );
+
+ DPF(0, "Physics Draw End");
+ }
}
/// ***** Private Methods *****
void updateParticles(float time_step)
{
- SDL_mutexP( particleSetLock );
+ {
+ Autolock lock( particleSetLock );
+
// add new Particle*s to Active
for( setPart::iterator it = particles_To_Add.begin();
it != particles_To_Add.end();
it++ )
{
+ DPF(0, "Particle Insert");
active_Particles.insert(*it);
}
- particles_To_Add.clear();
// remove dead Particle*s from Active
for( setPart::iterator it = particles_To_Remove.begin();
it != particles_To_Remove.end();
it++ )
{
+ DPF(0, "Particle Delete");
active_Particles.erase(*it);
}
- particles_To_Remove.clear();
- SDL_mutexV( particleSetLock );
+ }
+
+ particles_To_Add.clear();
+ particles_To_Remove.clear();
// update active Particle*s
for( setPart::iterator it = active_Particles.begin();
}
void updatePhysics(float time_step)
{
- SDL_mutexP( physicsEntitySetLock );
+ {
+ Autolock lock( physicsEntitySetLock );
+
// add new PhysicsEntity*s to Active
for( setPhys::iterator it = physics_To_Add.begin();
it != physics_To_Add.end();
it++ )
{
+ DPF(0, "Physics Insert");
active_Physics.insert(*it);
}
- physics_To_Add.clear();
// remove dead PhysicsEntity*s from Active
for( setPhys::iterator it = physics_To_Remove.begin();
it != physics_To_Remove.end();
it++ )
{
+ DPF(0, "Physics Delete");
active_Physics.erase(*it);
}
- physics_To_Remove.clear();
- SDL_mutexV( physicsEntitySetLock );
+ }
+
+ physics_To_Remove.clear();
+ physics_To_Add.clear();
// apply collision math
collision::update(active_Physics);