* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
+#include <pg/debug.h>
+using namespace pg;
+
+#include <iostream>
+using std::cout;
+using std::endl;
+
#include <GL/gl.h>
#include <GL/glu.h>
#include <SDL/SDL.h>
-#include "debug.h"
#include "handleSignal.h"
#include "game.h"
/// ***** Private Method Headers *****
-void init();
+static void mainInit();
+static void mainClean();
+
+static void updatesInit();
+static void updatesClean();
-void sighandler( int sig );
+static void drawInit();
+static void drawClean();
-void run();
-void clean();
+static void run();
-void blockUpdate();
-void updateFPSCounters();
+static void updateFPSCounters();
-void handleInput();
-void update(float);
-void draw();
+static void handleInput();
+static void update(float);
+static void draw();
+
+static int startUpdateThread(void*);
+static int startDrawThread(void*);
/// ***** Private Variables *****
// variable used to determine if it is time to shutdown
-bool is_Running;
+static bool s_bIsRunning;
+
+// Minimum possible wait times by used library
+static const int s_iMinWaitMilli = 20;
+static const int s_iMinWaitMicro = s_iMinWaitMilli * 1000;
/* 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
+ *
+ * s_iTargetUPS := the amount of updates that is wanted in one second
+ * s_fAccUpdateWait := the accumulated wait time for the update sleeps
+ *
+ * s_iUPS := updates per second for the last second
+ * s_iFPS := frames per second for the last second
+ * s_iUpdateCount := counts this seconds updates
+ * s_iDrawCount := counts this seconds draws
+ * s_micLastSecond := stores the time of the last second, used for ups and fps
*/
-int target_UPS = 100;
-long int last_Block_Update;
-float update_Sum = 0;
-
-int ups=100, fps=100;
-int update_Count, draw_Count;
-long int last_Second;
-
-
-float target_time_steps_per_second = 1000;
-float times;
-float time_steps_Count;
+static int s_iTargetUPS = 100;
+static float s_fAccUpdateWait = 0;
+static int s_iTargetFPS = 100;
+static float s_fAccDrawWait = 0;
-// experiment with rolling averages
-float rUpdate = 100;
-float rDraw = 100;
-float rInput = 100;
-float rRun = 100;
+static int s_iUPS, s_iFPS;
+static int s_iUpdateCount, s_iDrawCount;
+static MICRO s_micLastSecond;
-float num = 10;
+static const float s_fGameStep = 10;
-float total = 0;
+static bool s_bUpdateInitialized = false;
+static bool s_bDrawInitialized = false;
/// ***** MAIN Method *****
int main(int argc, char** args)
{
- init();
+ mainInit();
run();
- clean();
+ mainClean();
+
return 0;
}
/// ***** Initializers/Cleaners *****
-void init()
+void mainInit()
{
installSignal();
- graphics::init();
- DPF(0, "Graphics initialized");
+ debug::init();
+}
+void mainClean()
+{
+ debug::deinit();
+}
+
+void updatesInit()
+{
+ while(!s_bDrawInitialized)
+ SDL_Delay(100);
game::init();
DPF(0, "Game initialized");
DPF(0, "Configs initialized");
DPF(0, "Initialization Complete");
-}
-void clean()
+ s_bUpdateInitialized = true;
+}
+void updatesClean()
{
- DPF(0, "Cleaning up");
+ DPF(0, "Update Thread Cleaning");
cfg::clean();
input::clean();
game::clean();
+}
+
+void drawInit()
+{
+ graphics::init();
+ DPF(0, "Graphics initialized");
+
+ s_bDrawInitialized = true;
+
+ while(!s_bUpdateInitialized)
+ SDL_Delay(100);
+}
+void drawClean()
+{
+ DPF(0, "Draw Thread Cleaning");
graphics::clean();
}
void run()
{
- is_Running = true;
- last_Block_Update = tickCountMicro();
- last_Second = tickCountMicro();
-
- while(is_Running)
- {
- long int time;
-
- time = tickCountMicro();
- blockUpdate();
- updateFPSCounters();
- draw();
- time = tickCountMicro() - time;
+ s_bIsRunning = true;
- rRun = (rRun * (num-1) + time) / num;
+ SDL_Thread* s_pUpdatesThread = SDL_CreateThread(startUpdateThread, NULL);
+ SDL_Thread* s_pDrawThread = SDL_CreateThread(startDrawThread, NULL);
- //cout << "total:\t" << total << endl;
- //cout << "rR:\t" << rRun << endl;
- //total = 0;
- }
+ SDL_WaitThread(s_pUpdatesThread, NULL);
+ SDL_WaitThread(s_pDrawThread, NULL);
}
-void blockUpdate()
+void updateFPSCounters()
{
- 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 += (float)(diff * target_UPS) / 1000000;
-
- // insures the float to int cast is done once.
- int iupdate_sum = (int)update_Sum;
-
- // TODO the main run loop needs to be tested and pruned
- if (iupdate_sum > 0)
+ // Check if a second has passed to recalculate UPS and FPS
+ if (tickCountMicro() - s_micLastSecond >= 1000000)
{
- // Calculate a time step that spreads the updates out as much as
- // possible used because really quick updates are nearly wasted
+ s_iUPS = s_iUpdateCount;
+ s_iFPS = s_iDrawCount;
+
+ // NOT thread safe, but they're estimates anyways
+ s_iUpdateCount -= s_iUPS;
+ s_iDrawCount -= s_iFPS;
- //float time_step = ((float)diff) / iupdate_sum / 1000;
- //float time_step = 1000 / (100000 / rUpdate) / iupdate_sum;
- //float time_step = 1000 / ups / iupdate_sum;
- float time_step = 10;
+ s_micLastSecond = tickCountMicro();
- // run the updates
- for (int i = 0; i < iupdate_sum; i++)
+ if(cfg::showFPS())
{
- handleInput();
- update(time_step);
+ cout << "fps:\t" << s_iFPS << endl;
+ }
+ if(cfg::showUPS())
+ {
+ cout << "ups:\t" << s_iUPS << endl;
}
-
- // remove the updates that were run from the sum
- update_Sum -= iupdate_sum;
- last_Block_Update = tickCountMicro();
}
}
-void updateFPSCounters()
+void handleInput()
{
- // Check if a second has passed to recalculate UPS and FPS
- if (tickCountMicro() - last_Second >= 1000000)
- {
- 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
- }
+ input::update();
+
+ cfg::handleInput();
+ game::handleInput();
+
+ if(cfg::endGame())
+ s_bIsRunning = false;
}
-void handleInput()
+void update(float fTimeStep)
{
- long int time;
+ game::update(fTimeStep);
+ s_iUpdateCount++;
+}
- time = tickCountMicro();
- input::update();
+void draw()
+{
+ game::draw();
- game::handleInput();
+ SDL_PumpEvents(); // has to be on the Draw thread for the Windows API
- if(cfg::endGame())
- is_Running = false;
- time = tickCountMicro() - time;
+ SDL_GL_SwapBuffers();
- rInput = (rInput*(num-1) + time) /num;
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- total += rInput;
+ s_iDrawCount++;
}
-void update(float time_step)
+int startUpdateThread(void*)
{
- long int time;
+ updatesInit();
- update_Count++;
- time_steps_Count += time_step;
+ s_micLastSecond = tickCountMicro();
- time = tickCountMicro();
- game::update(time_step);
- time = tickCountMicro() - time;
-
- rUpdate = (rUpdate * (num-1) + time) / num;
+ while(s_bIsRunning)
+ {
+ MICRO time = tickCountMicro();
+ handleInput();
+ update(s_fGameStep);
- //cout << "ts:\t" << time_step << endl;
- //cout << "ru:\t" << rUpdate << endl;
+ updateFPSCounters();
+ time = tickCountMicro() - time;
- total += rUpdate;
-}
+ float wait = (1000000.0 / s_iTargetUPS - time);
+ s_fAccUpdateWait += 0 < wait ? wait : 0;
-void draw()
-{
- long int time;
+ if(s_iMinWaitMicro < s_fAccUpdateWait)
+ {
+ int iWaits = (int)(s_fAccUpdateWait / s_iMinWaitMicro);
+ s_fAccUpdateWait -= iWaits * s_iMinWaitMicro;
+ SDL_Delay(iWaits * s_iMinWaitMilli);
+ }
+ }
- draw_Count++;
+ updatesClean();
- time = tickCountMicro();
- game::draw();
+ return 0;
+}
- SDL_GL_SwapBuffers();
+int startDrawThread(void*)
+{
+ drawInit();
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ while(s_bIsRunning)
+ {
+ MICRO time = tickCountMicro();
+ draw();
+ time = tickCountMicro() - time;
- //SDL_Delay(10);
- time = tickCountMicro() - time;
+ float wait = (1000000.0 / s_iTargetFPS - time);
+ s_fAccDrawWait += 0 < wait ? wait : 0;
- rDraw = (rDraw*(num-1) + time) /num;
+ if(s_iMinWaitMicro < s_fAccDrawWait)
+ {
+ int iWaits = (int)(s_fAccDrawWait / s_iMinWaitMicro);
+ s_fAccDrawWait -= iWaits * s_iMinWaitMicro;
+ SDL_Delay(iWaits * s_iMinWaitMilli);
+ }
+ }
- //cout << "rd:\t" << rDraw << endl;
+ drawClean();
- total += rDraw;
+ return 0;
}