cc61f53ff8
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/trunk/supertuxkart@2291 178a84e3-b1eb-0310-8ba1-8eac791a3b58
204 lines
7.4 KiB
C++
204 lines
7.4 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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#ifdef __APPLE__
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# include <OpenGL/gl.h>
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#else
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# ifdef WIN32
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# define WIN32_LEAN_AND_MEAN
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# include <windows.h>
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# endif
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# include <GL/gl.h>
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#endif
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#include <SDL/SDL.h>
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#include <assert.h>
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#include "sdldrv.hpp"
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#include "gui/menu_manager.hpp"
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#include "audio/sound_manager.hpp"
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#include "material_manager.hpp"
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#include "race_manager.hpp"
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#include "modes/world.hpp"
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#include "user_config.hpp"
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#include "scene.hpp"
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#include "history.hpp"
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#include "network/network_manager.hpp"
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MainLoop* main_loop = 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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m_curr_time(m_prev_time),
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m_prev_time(SDL_GetTicks())
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{
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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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/** Run the actual main loop.
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*/
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void MainLoop::run()
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{
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const GLuint TITLE_SCREEN_TEXTURE =
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material_manager->getMaterial("st_title_screen.rgb")->getState()->getTextureHandle();
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bool music_on = false;
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m_curr_time = SDL_GetTicks();
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float dt;
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while(!m_abort)
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{
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inputDriver->input();
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m_prev_time = m_curr_time;
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while( 1 )
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{
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m_curr_time = SDL_GetTicks();
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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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if( dt*user_config->m_max_fps < 1000.0f)
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{
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//SDL_Delay has a granularity of 10ms on most platforms, so
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//most likely when frames go faster than 125 frames, at times
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//it might limit the frames to even 55 frames. On some cases,
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//SDL_Delay(1) will just cause the program to give up the
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//rest of it's timeslice.
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SDL_Delay(1);
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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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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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// 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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network_manager->sendUpdates();
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music_on = false;
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if(user_config->m_profile) dt=1.0f/60.0f;
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// In the first call dt might be large (includes loading time),
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// which can cause the camera to significantly tilt
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scene->draw(RaceManager::getWorld()->getPhase()==SETUP_PHASE ? 0.0f : dt);
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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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RaceManager::getWorld()->update(dt);
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if(user_config->m_profile>0)
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{
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m_frame_count++;
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if (RaceManager::getWorld()->getTime()>user_config->m_profile)
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{
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//FIXME: SDL_GetTicks() includes the loading time,
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//so the FPS will be skewed for now.
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printf("Number of frames: %d time %f, Average FPS: %f\n",
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m_frame_count, SDL_GetTicks() * 0.001,
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(float)m_frame_count/(SDL_GetTicks() * 0.001));
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if(!user_config->m_replay_history) history->Save();
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std::exit(-2);
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} // if profile finished
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} // if m_profile
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} // phase != limbo phase
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} // if race is active
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else
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{
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glMatrixMode ( GL_PROJECTION ) ;
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glLoadIdentity () ;
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glMatrixMode ( GL_MODELVIEW ) ;
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glLoadIdentity () ;
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glDisable ( GL_DEPTH_TEST ) ;
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glDisable ( GL_LIGHTING ) ;
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glDisable ( GL_FOG ) ;
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glDisable ( GL_CULL_FACE ) ;
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glDisable ( GL_ALPHA_TEST ) ;
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glEnable ( GL_TEXTURE_2D ) ;
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// On at least one platform the X server apparently gets overloaded
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// by the large texture, resulting in buffering of key events. This
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// results in the menu being very unresponsive/slow - it can sometimes
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// take (say) half a second before the menu reacts to a pressed key.
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// This is caused by X buffering the key events, delivering them
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// later (and sometimes even several at the same frame). This issue
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// could either be solved by a lazy drawing of the background picture
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// (i.e. draw the background only if something has changed) - which is
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// a lot of implementation work ... or by sleeping for a little while,
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// which apparently reduces the load for the X server, so that no
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// buffering is done --> all key events are handled in time.
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#if !defined(WIN32) && !defined(__CYGWIN__)
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// usleep(2000);
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#endif
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//Draw the splash screen
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glBindTexture(GL_TEXTURE_2D,TITLE_SCREEN_TEXTURE);
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glBegin ( GL_QUADS ) ;
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glColor3f (1, 1, 1 ) ;
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glTexCoord2f(0, 0); glVertex2i(-1, -1);
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glTexCoord2f(1, 0); glVertex2i( 1, -1);
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glTexCoord2f(1, 1); glVertex2i( 1, 1);
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glTexCoord2f(0, 1); glVertex2i(-1, 1);
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glEnd () ;
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}
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menu_manager->update();
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sound_manager->update(dt);
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glFlush();
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SDL_GL_SwapBuffers();
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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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