stk-code_catmod/src/main_loop.cpp

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// $Id: main_loop.cpp 855 2006-11-17 01:50:37Z coz $
//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2004 Ingo Ruhnke <grumbel@gmx.de>
//
// 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, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "main_loop.hpp"
#ifdef __APPLE__
# include <OpenGL/gl.h>
#else
# ifdef WIN32
# define WIN32_LEAN_AND_MEAN
# include <windows.h>
# endif
# include <GL/gl.h>
#endif
#include <SDL/SDL.h>
#include <assert.h>
#include "sdldrv.hpp"
#include "gui/menu_manager.hpp"
#include "audio/sound_manager.hpp"
#include "material_manager.hpp"
#include "race_manager.hpp"
#include "modes/world.hpp"
#include "user_config.hpp"
#include "scene.hpp"
#include "history.hpp"
#include "network/network_manager.hpp"
MainLoop* main_loop = 0;
MainLoop::MainLoop() :
m_abort(false),
m_frame_count(0),
m_curr_time(m_prev_time),
m_prev_time(SDL_GetTicks())
{
} // MainLoop
//-----------------------------------------------------------------------------
MainLoop::~MainLoop()
{
} // ~MainLoop
//-----------------------------------------------------------------------------
/** Run the actual main loop.
*/
void MainLoop::run()
{
static const GLuint TITLE_SCREEN_TEXTURE =
material_manager->getMaterial(stk_config->m_mainmenu_background)->getState()->getTextureHandle();
static const GLuint MENUS_BG_TEXTURE =
material_manager->getMaterial(stk_config->m_menu_background)->getState()->getTextureHandle();
bool music_on = false;
m_curr_time = SDL_GetTicks();
float dt;
while(!m_abort)
{
inputDriver->input();
m_prev_time = m_curr_time;
while( 1 )
{
m_curr_time = SDL_GetTicks();
dt =(float)(m_curr_time - m_prev_time);
// don't allow the game to run slower than a certain amount.
// when the computer can't keep it up, slow down the shown time instead
static const float max_elapsed_time = 3.0f*1.0f/60.0f*1000.0f; /* time 3 internal substeps take */
if(dt > max_elapsed_time) dt=max_elapsed_time;
// Throttle fps if more than maximum, which can reduce
// the noise the fan on a graphics card makes
if( dt*user_config->m_max_fps < 1000.0f)
{
//SDL_Delay has a granularity of 10ms on most platforms, so
//most likely when frames go faster than 125 frames, at times
//it might limit the frames to even 55 frames. On some cases,
//SDL_Delay(1) will just cause the program to give up the
//rest of it's timeslice.
SDL_Delay(1);
}
else break;
}
dt *= 0.001f;
if (!music_on && !race_manager->raceIsActive())
{
sound_manager->stopMusic(); // stop potential 'left over' music from race
sound_manager->startMusic(stk_config->m_title_music);
music_on = true;
}
network_manager->update(dt);
if (race_manager->raceIsActive())
{
// Busy wait if race_manager is active (i.e. creating of world is done)
// till all clients have reached this state.
if(network_manager->getState()==NetworkManager::NS_READY_SET_GO_BARRIER) continue;
// Server: Send the current position and previous controls to all clients
// Client: send current controls to server
// But don't do this if the race is in finish phase (otherwise
// messages can be mixed up in the race manager)
if(!race_manager->getWorld()->isFinishPhase())
network_manager->sendUpdates();
music_on = false;
if(user_config->m_profile) dt=1.0f/60.0f;
// In the first call dt might be large (includes loading time),
// which can cause the camera to significantly tilt
scene->draw(RaceManager::getWorld()->getPhase()==SETUP_PHASE ? 0.0f : dt);
// Again, only receive updates if the race isn't over - once the
// race results are displayed (i.e. game is in finish phase)
// messages must be handled by the normal update of the network
// manager
if(!race_manager->getWorld()->isFinishPhase())
network_manager->receiveUpdates();
if ( RaceManager::getWorld()->getPhase() != LIMBO_PHASE)
{
history->update(dt);
RaceManager::getWorld()->update(dt);
if(user_config->m_profile>0)
{
m_frame_count++;
if (RaceManager::getWorld()->getTime()>user_config->m_profile)
{
//FIXME: SDL_GetTicks() includes the loading time,
//so the FPS will be skewed for now.
printf("Number of frames: %d time %f, Average FPS: %f\n",
m_frame_count, SDL_GetTicks() * 0.001,
(float)m_frame_count/(SDL_GetTicks() * 0.001));
if(!history->replayHistory()) history->Save();
std::exit(-2);
} // if profile finished
} // if m_profile
} // phase != limbo phase
} // if race is active
else
{
glMatrixMode ( GL_PROJECTION ) ;
glLoadIdentity () ;
glMatrixMode ( GL_MODELVIEW ) ;
glLoadIdentity () ;
glDisable ( GL_DEPTH_TEST ) ;
glDisable ( GL_LIGHTING ) ;
glDisable ( GL_FOG ) ;
glDisable ( GL_CULL_FACE ) ;
glDisable ( GL_ALPHA_TEST ) ;
glEnable ( GL_TEXTURE_2D ) ;
// On at least one platform the X server apparently gets overloaded
// by the large texture, resulting in buffering of key events. This
// results in the menu being very unresponsive/slow - it can sometimes
// take (say) half a second before the menu reacts to a pressed key.
// This is caused by X buffering the key events, delivering them
// later (and sometimes even several at the same frame). This issue
// could either be solved by a lazy drawing of the background picture
// (i.e. draw the background only if something has changed) - which is
// a lot of implementation work ... or by sleeping for a little while,
// which apparently reduces the load for the X server, so that no
// buffering is done --> all key events are handled in time.
#if !defined(WIN32) && !defined(__CYGWIN__)
// usleep(2000);
#endif
//Draw the splash screen
if(menu_manager->isMainMenuActive())
glBindTexture(GL_TEXTURE_2D, TITLE_SCREEN_TEXTURE);
else
glBindTexture(GL_TEXTURE_2D, MENUS_BG_TEXTURE);
glBegin ( GL_QUADS ) ;
glColor3f (1, 1, 1 ) ;
glTexCoord2f(0, 0); glVertex2i(-1, -1);
glTexCoord2f(1, 0); glVertex2i( 1, -1);
glTexCoord2f(1, 1); glVertex2i( 1, 1);
glTexCoord2f(0, 1); glVertex2i(-1, 1);
glEnd () ;
}
menu_manager->update();
sound_manager->update(dt);
glFlush();
SDL_GL_SwapBuffers();
} // while !m_exit
} // run
//-----------------------------------------------------------------------------
/** Set the abort flag, causing the mainloop to be left.
*/
void MainLoop::abort()
{
m_abort = true;
} // abort
/* EOF */