void run();
void clean();
-void blockUpdate();
void updateFPSCounters();
void handleInput();
/* Values for the main game loop
* target_UPS := the amount of updates that is wanted in one second
- * last_Update := stores the time of the last update
- * update_Sum := used to determine the updates needs for this run
-
+ *
* ups := updates per second for the last second
* fps := frames per second for the last second
* update_Count := counts this seconds updates
* draw_Count := counts this seconds draws
* last_Second := stores the time of the last second, used for ups and fps
*/
-int target_UPS = 250;
-long int last_Block_Update;
-float update_Sum = 0;
+int target_UPS = 100;
+float update_Wait = 0;
int ups, fps;
int update_Count, draw_Count;
-long int last_Second;
+MICRO last_Second;
+const int min_wait_milli = 20;
+const int min_wait_micro = min_wait_milli * 1000;
+const float game_step = 10;
+
+int startUpdateThread(void*);
+int startDrawThread(void*);
/// ***** MAIN Method *****
-int main()
+int main(int argc, char** args)
{
init();
run();
installSignal();
graphics::init();
+ DPF(0, "Graphics initialized");
game::init();
+ DPF(0, "Game initialized");
input::init();
+ DPF(0, "Input initialized");
cfg::init();
+ DPF(0, "Configs initialized");
-#ifdef DEBUGGING
- cout << "Initialization Complete" << endl;
-#endif
+ DPF(0, "Initialization Complete");
}
void clean()
{
-#ifdef DEBUGGING
- cout << "Cleaning up" << endl;
-#endif
+ DPF(0, "Cleaning up");
cfg::clean();
void run()
{
is_Running = true;
- last_Block_Update = tickCountMicro();
- last_Second = tickCountMicro();
-
- while(is_Running)
- {
- blockUpdate();
- updateFPSCounters();
- draw();
- }
-}
-
-void blockUpdate()
-{
- long int start = tickCountMicro();
- // Calculate the updates that should be run for the next draw
- update_Sum += (start - last_Block_Update) / (1000000 / (float)target_UPS);
+ SDL_Thread* updates = SDL_CreateThread(startUpdateThread, NULL);
- // insures the float to int cast is done once.
- int iupdate_sum = (int)update_Sum;
+ // for some reason this needs to be on the main thread ...?
+ startDrawThread(NULL);
- // TODO the main run loop needs to be tested and pruned
- if (iupdate_sum > 0)
- {
- // 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;
-
- // run the updates
- for (int i = 1; i <= iupdate_sum; i++)
- {
- handleInput();
- update(time_step*i / 1000);
- }
- // remove the updates that where run from the sum
- update_Sum -= iupdate_sum;
- last_Block_Update = tickCountMicro();
- }
+ SDL_WaitThread(updates, NULL);
}
void updateFPSCounters()
{
ups = update_Count;
fps = draw_Count;
- update_Count = 0;
- draw_Count = 0;
+
+ // NOT thread safe, but they're estimates anyways
+ update_Count -= ups;
+ draw_Count -= fps;
last_Second = tickCountMicro();
{
input::update();
- game::input();
+ game::handleInput();
if(cfg::endGame())
is_Running = false;
void update(float time_step)
{
- update_Count++;
-
game::update(time_step);
+ update_Count++;
}
void draw()
{
- draw_Count++;
-
game::draw();
SDL_GL_SwapBuffers();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ draw_Count++;
+}
+
+int startUpdateThread(void*)
+{
+ last_Second = tickCountMicro();
+
+ while(is_Running)
+ {
+ MICRO time = tickCountMicro();
+ handleInput();
+ update(game_step);
+
+ updateFPSCounters();
+ time = tickCountMicro() - time;
+
+ float wait = (1000000.0 / target_UPS - time);
+ update_Wait += 0 < wait ? wait : 0;
+
+ while(min_wait_micro < update_Wait)
+ {
+ update_Wait -= min_wait_micro;
+ SDL_Delay(min_wait_milli);
+ }
+ }
+
+ return 0;
+}
+
+int startDrawThread(void*)
+{
+ while(is_Running)
+ {
+ draw();
+ }
+
+ return 0;
}