// $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 // // 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" #include #include #include "sdldrv.hpp" #include "material_manager.hpp" #include "race_manager.hpp" #include "modes/world.hpp" #include "user_config.hpp" #include "history.hpp" #include "audio/sound_manager.hpp" #include "graphics/scene.hpp" #include "gui/menu_manager.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 //----------------------------------------------------------------------------- void MainLoop::loadBackgroundImages() { int ind = user_config->getBackgroundIndex(); const std::string &main = stk_config->getMainMenuPicture(ind); m_title_screen_texture = material_manager->getMaterial(main)->getState()->getTextureHandle(); const std::string &background = stk_config->getBackgroundPicture(ind); m_bg_texture = material_manager->getMaterial(background)->getState()->getTextureHandle(); } // loadBackgroundImages //----------------------------------------------------------------------------- /** Run the actual main loop. */ void MainLoop::run() { loadBackgroundImages(); 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, m_title_screen_texture); else glBindTexture(GL_TEXTURE_2D, m_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 */