+/*
+ * Copyright (C) 2008 Patrik Gornicz, Gornicz_P (at) hotmail (dot) com.
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
+ */
+
#include <GL/gl.h>
#include <GL/glu.h>
#include <SDL/SDL.h>
#include "graphics/graphics.h"
#include "input/inputManager.h"
-
-
+#include "config/config.h"
/// ***** Private Method Headers *****
+
void init();
void sighandler( int sig );
void run();
-void cleanUp();
+void clean();
void blockUpdate();
void updateFPSCounters();
-void input();
+void handleInput();
void update(float);
void draw();
-
-/// ***** MAIN Method *****
-int main()
-{
- init();
- run();
- cleanUp();
- return 0;
-}
-
-
/// ***** Private Variables *****
// variable used to determine if it is time to shutdown
* draw_Count := counts this seconds draws
* last_Second := stores the time of the last second, used for ups and fps
*/
-int target_UPS = 250;
+int target_UPS = 100;
long int last_Block_Update;
float update_Sum = 0;
-int ups, fps;
+int ups =100, fps=100;
int update_Count, draw_Count;
long int last_Second;
-/// ***** Private Methods *****
+float target_time_steps_per_second = 1000;
+float times;
+float time_steps_Count;
+
+
+// experiment with rolling averages
+float rUpdate = 100;
+float rDraw = 100;
+float rInput = 100;
+float rRun = 100;
+
+float num = 10;
+
+
+/// ***** MAIN Method *****
+int main()
+{
+ init();
+ run();
+ clean();
+ return 0;
+}
+
+/// ***** Initializers/Cleaners *****
+
void init()
{
installSignal();
- graphicsInit();
+ graphics::init();
+
+ game::init();
- gameInit();
+ input::init();
+
+ cfg::init();
#ifdef DEBUGGING
cout << "Initialization Complete" << endl;
#endif
}
-void cleanUp()
+void clean()
{
#ifdef DEBUGGING
cout << "Cleaning up" << endl;
#endif
- gameClean();
+ cfg::clean();
+
+ input::clean();
+
+ game::clean();
- graphicsCleanUp();
+ graphics::clean();
}
+/// ***** Private Methods *****
+
+float total = 0;
+
void run()
{
is_Running = true;
while(is_Running)
{
- blockUpdate();
- updateFPSCounters();
- draw();
+ long int time;
+
+ time = tickCountMicro();
+ blockUpdate();
+ updateFPSCounters();
+ draw();
+ time = tickCountMicro() - time;
+
+ rRun = (rRun * (num-1) + time) / num;
+
+ //cout << "total:\t" << total << endl;
+ //cout << "rR:\t" << rRun << endl;
+ //total = 0;
}
}
void blockUpdate()
{
long int start = tickCountMicro();
+ long int diff = start - last_Block_Update;
+
+ //cout << "Block" << endl;
// Calculate the updates that should be run for the next draw
- update_Sum += (start - last_Block_Update) / (1000000 / (float)target_UPS);
+ update_Sum += diff / (1000000 / (float)target_UPS);
// insures the float to int cast is done once.
int iupdate_sum = (int)update_Sum;
{
// Calculate a time step that spreads the updates out as much as possible
// used because really quick updates are nearly wasted
- float time_step = ((float)(start - last_Block_Update)) / iupdate_sum;
+
+ //float time_step = ((float)diff) / iupdate_sum / 1000;
+ //float time_step = 1000 / (100000 / rUpdate) / iupdate_sum;
+ float time_step = 10;
// run the updates
- for (int i = 1; i <= iupdate_sum; i++)
+ for (int i = 0; i < iupdate_sum; i++)
{
- input();
- update(time_step*i / 1000);
+ handleInput();
+ update(time_step);
}
// remove the updates that where run from the sum
update_Sum -= iupdate_sum;
{
ups = update_Count;
fps = draw_Count;
+ times = time_steps_Count;
update_Count = 0;
draw_Count = 0;
+ time_steps_Count = 0;
last_Second = tickCountMicro();
#ifdef FPSUPS
cout << "ups:\t" << ups << endl;
cout << "fps:\t" << fps << endl;
+ cout << "times:\t" << times << endl;
#endif
}
}
-void input()
+void handleInput()
{
- inputUpdate();
+ long int time;
+
+ time = tickCountMicro();
+ input::update();
+
+ game::handleInput();
+
+ if(cfg::endGame())
+ is_Running = false;
+ time = tickCountMicro() - time;
- gameInput();
+ rInput = (rInput*(num-1) + time) /num;
- if(wasReleased(SDLK_ESCAPE))
- is_Running = false;
+ total += rInput;
}
void update(float time_step)
{
+ long int time;
+
update_Count++;
+ time_steps_Count += time_step;
+
+ time = tickCountMicro();
+ game::update(time_step);
+ time = tickCountMicro() - time;
+
+ rUpdate = (rUpdate * (num-1) + time) / num;
- gameUpdate(time_step);
+ //cout << "ts:\t" << time_step << endl;
+ //cout << "ru:\t" << rUpdate << endl;
+
+ total += rUpdate;
}
void draw()
{
+ long int time;
+
draw_Count++;
- gameDraw();
+ time = tickCountMicro();
+ game::draw();
+
+ SDL_GL_SwapBuffers();
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+// SDL_Delay(10);
+ time = tickCountMicro() - time;
+
+ rDraw = (rDraw*(num-1) + time) /num;
- SDL_GL_SwapBuffers();
+ //cout << "rd:\t" << rDraw << endl;
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ total += rDraw;
}