+/*
+ * 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 <vector>
-using std::vector;
-
#include "debug.h"
+#include "handleSignal.h"
#include "game.h"
#include "ticks.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
/* 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;
int ups, fps;
int update_Count, draw_Count;
long int last_Second;
+int startUpdateThread(void*);
+int startDrawThread(void*);
+
+/// ***** MAIN Method *****
+int main(int argc, char** args)
+{
+ init();
+ run();
+ clean();
+ return 0;
+}
+
+/// ***** Initializers/Cleaners *****
-/// ***** Private Methods *****
void init()
{
- graphicsInit();
+ installSignal();
- gameInit();
+ graphics::init();
+ DPF(0, "Graphics initialized");
- // TODO
- // add a game state
+ game::init();
+ DPF(0, "Game initialized");
-#ifdef DEBUGGING
- cout << "Initialization Complete" << endl;
-#endif
+ input::init();
+ DPF(0, "Input initialized");
+
+ cfg::init();
+ DPF(0, "Configs initialized");
+
+ DPF(0, "Initialization Complete");
}
-void cleanUp()
+void clean()
{
-#ifdef DEBUGGING
- cout << "Cleaning up" << endl;
-#endif
+ DPF(0, "Cleaning up");
- gameClean();
+ cfg::clean();
- graphicsCleanUp();
-}
+ input::clean();
-void run()
-{
- is_Running = true;
- last_Block_Update = tickCountMicro();
- last_Second = tickCountMicro();
+ game::clean();
- while(is_Running)
- {
- blockUpdate();
- updateFPSCounters();
- draw();
- }
+ graphics::clean();
}
-void blockUpdate()
+/// ***** Private Methods *****
+
+void run()
{
- long int start = tickCountMicro();
+ is_Running = true;
- // 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;
+ 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++)
- {
- input();
- 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();
- //cout << "ups:\t" << ups << endl;
- //cout << "fps:\t" << fps << endl;
+#ifdef FPSUPS
+ cout << "ups:\t" << ups << endl;
+ cout << "fps:\t" << fps << endl;
+#endif
}
}
-void input()
+void handleInput()
{
- inputUpdate();
+ input::update();
- gameInput();
+ game::handleInput();
- if(wasReleased(SDLK_ESCAPE))
+ if(cfg::endGame())
is_Running = false;
}
void update(float time_step)
{
+ game::update(time_step);
update_Count++;
-
- gameUpdate(time_step);
}
void draw()
{
- draw_Count++;
-
- gameDraw();
+ game::draw();
SDL_GL_SwapBuffers();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ draw_Count++;
+}
+
+int startUpdateThread(void*)
+{
+ while(is_Running)
+ {
+ handleInput();
+ update(10);
+
+ updateFPSCounters();
+
+ SDL_Delay(10);
+ }
+
+ return 0;
+}
+
+int startDrawThread(void*)
+{
+ while(is_Running)
+ {
+ draw();
+ }
+
+ return 0;
}