e53d080286
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/irrlicht@4026 178a84e3-b1eb-0310-8ba1-8eac791a3b58
171 lines
5.6 KiB
C++
171 lines
5.6 KiB
C++
// $Id: main_loop.cpp 855 2006-11-17 01:50:37Z coz $
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//
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// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2004 Ingo Ruhnke <grumbel@gmx.de>
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 3
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "main_loop.hpp"
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#include <assert.h>
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#include "audio/sound_manager.hpp"
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#include "config/user_config.hpp"
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#include "graphics/irr_driver.hpp"
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#include "graphics/material_manager.hpp"
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#include "guiengine/engine.hpp"
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#include "input/input_manager.hpp"
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#include "modes/profile_world.hpp"
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#include "modes/world.hpp"
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#include "network/network_manager.hpp"
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#include "race/history.hpp"
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#include "race/race_manager.hpp"
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#include "states_screens/state_manager.hpp"
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MainLoop* main_loop = 0;
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// FIXME hacky hacky FPS info
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int minFPS = 999;
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int lastFPS = -1;
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int maxFPS = 0;
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MainLoop::MainLoop() :
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m_abort(false),
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m_frame_count(0)
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{
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m_curr_time = 0;
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m_prev_time = 0;
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} // MainLoop
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//-----------------------------------------------------------------------------
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MainLoop::~MainLoop()
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{
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} // ~MainLoop
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//-----------------------------------------------------------------------------
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/** Returns the current dt, which guarantees a limited frame rate. If dt is
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* too low (the frame rate too high), the process will sleep to reach the
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* maxium frame rate.
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*/
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float MainLoop::getLimitedDt()
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{
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IrrlichtDevice* device = irr_driver->getDevice();
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m_prev_time = m_curr_time;
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float dt; // needed outside of the while loop
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while( 1 )
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{
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m_curr_time = device->getTimer()->getRealTime();
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dt = (float)(m_curr_time - m_prev_time);
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// don't allow the game to run slower than a certain amount.
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// when the computer can't keep it up, slow down the shown time instead
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static const float max_elapsed_time = 3.0f*1.0f/60.0f*1000.0f; /* time 3 internal substeps take */
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if(dt > max_elapsed_time) dt=max_elapsed_time;
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// Throttle fps if more than maximum, which can reduce
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// the noise the fan on a graphics card makes.
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// When in menus, reduce FPS much, it's not necessary to push to the maximum for plain menus
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const int max_fps = (StateManager::get()->getGameState() == GUIEngine::GAME ? UserConfigParams::m_max_fps : 35);
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const int current_fps = (int)(1000.0f/dt);
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if( current_fps > max_fps )
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{
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int wait_time = 1000/max_fps - 1000/current_fps;
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if(wait_time < 1) wait_time = 1;
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irr_driver->getDevice()->sleep(wait_time);
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}
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else break;
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}
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dt *= 0.001f;
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return dt;
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} // getLimitedDt
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//-----------------------------------------------------------------------------
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/** Updates all race related objects.
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* \param dt Time step size.
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*/
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void MainLoop::updateRace(float dt)
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{
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// Server: Send the current position and previous controls to all clients
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// Client: send current controls to server
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// But don't do this if the race is in finish phase (otherwise
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// messages can be mixed up in the race manager)
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if(!race_manager->getWorld()->isFinishPhase())
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network_manager->sendUpdates();
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if(ProfileWorld::isProfileMode()) dt=1.0f/60.0f;
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// Again, only receive updates if the race isn't over - once the
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// race results are displayed (i.e. game is in finish phase)
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// messages must be handled by the normal update of the network
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// manager
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if(!race_manager->getWorld()->isFinishPhase())
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network_manager->receiveUpdates();
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if ( RaceManager::getWorld()->getPhase() != LIMBO_PHASE)
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{
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history->update(dt);
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RaceManager::getWorld()->update(dt);
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} // phase != limbo phase
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} // updateRace
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//-----------------------------------------------------------------------------
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/** Run the actual main loop.
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*/
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void MainLoop::run()
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{
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IrrlichtDevice* device = irr_driver->getDevice();
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bool music_on = false;
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m_curr_time = device->getTimer()->getRealTime();
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while(!m_abort)
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{
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m_prev_time = m_curr_time;
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float dt = getLimitedDt();
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if (!music_on && !race_manager->raceIsActive())
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{
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sound_manager->stopMusic(); // stop potential 'left over' music from race
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sound_manager->startMusic(stk_config->m_title_music);
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music_on = true;
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}
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network_manager->update(dt);
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if (race_manager->raceIsActive())
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{
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// Busy wait if race_manager is active (i.e. creating of world is done)
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// till all clients have reached this state.
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if (network_manager->getState()==NetworkManager::NS_READY_SET_GO_BARRIER) continue;
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updateRace(dt);
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music_on = false;
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} // if race is active
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sound_manager->update(dt);
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input_manager->update(dt);
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irr_driver->update(dt);
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} // while !m_exit
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} // run
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//-----------------------------------------------------------------------------
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/** Set the abort flag, causing the mainloop to be left.
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*/
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void MainLoop::abort()
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{
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m_abort = true;
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} // abort
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/* EOF */
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