/******************************************************************************* Copyright (c) 2009, Charles McGarvey All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *******************************************************************************/ #include #include // exit #include #include #include #include #include "fastevents.h" #include "Engine.hh" #include "Event.hh" #include "Exception.hh" #include "Log.hh" #include "Math.hh" #include "Random.hh" #include "Settings.hh" #include "Timer.hh" namespace Mf { class Engine::Impl { public: Impl(Engine& engine) : mInterface(engine), mTimestep(0.01), mPrintFps(false) { // first, initialize the libraries #if defined(_WIN32) || defined(__WIN32__) if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER) != 0) #else if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTTHREAD) != 0) #endif { const char* error = SDL_GetError(); throw Exception(ErrorCode::SDL_INIT, error); } if (FE_Init() != 0) { const char* error = FE_GetError(); throw Exception(ErrorCode::FASTEVENTS_INIT, error); } mAlDevice = alcOpenDevice(0); mAlContext = alcCreateContext(mAlDevice, 0); if (!mAlDevice || !mAlContext) { const char* error = alcGetString(mAlDevice,alcGetError(mAlDevice)); logError("error while creating audio context: %s", error); } else { alcMakeContextCurrent(mAlContext); logDebug("opened sound device \"%s\"", alcGetString(mAlDevice, ALC_DEFAULT_DEVICE_SPECIFIER)); } // now load the settings the engine needs Settings& settings = Settings::getInstance(); unsigned randomSeed; if (settings.get("rngseed", randomSeed)) setSeed(randomSeed); else setSeed(); Scalar timestep = 80.0; settings.get("timestep", timestep); mTimestep = 1.0 / timestep; Scalar maxFps = 40.0; settings.get("maxfps", maxFps); mMaxFps = 1.0 / maxFps; capFps(); settings.get("printfps", mPrintFps); } ~Impl() { // the video object must be destroyed before we can shutdown SDL mVideo.reset(); alcMakeContextCurrent(0); alcDestroyContext(mAlContext); alcCloseDevice(mAlDevice); FE_Quit(); SDL_Quit(); } /** * The main loop. This just calls dispatchEvents(), update(), and draw() * over and over again. The timing of the update and draw are decoupled. * The actual frame rate is also calculated here. This function will return * the exit code used to stop the loop. */ void run() { Scalar ticksNow = Timer::getTicks(); Scalar nextStep = ticksNow; Scalar nextDraw = ticksNow; Scalar nextFpsUpdate = ticksNow + 1.0; Scalar totalTime = 0.0; Scalar deltaTime = 0.0; Scalar accumulator = mTimestep; mFps = 0; int frameAccum = 0; do { Scalar newTicks = Timer::getTicks(); deltaTime = newTicks - ticksNow; ticksNow = newTicks; // don't slow the animation until 4Hz, which is unplayable anyway if (deltaTime >= 0.25) deltaTime = 0.25; accumulator += deltaTime; Timer::fireIfExpired(ticksNow); dispatchEvents(); while (accumulator >= mTimestep) { update(totalTime, mTimestep); totalTime += mTimestep; accumulator -= mTimestep; nextStep += mTimestep; } if (ticksNow >= nextStep) { nextStep = ticksNow + mTimestep; } if (ticksNow >= nextDraw) { frameAccum++; if (ticksNow >= nextFpsUpdate) // determine the actual fps { mFps = frameAccum; frameAccum = 0; nextFpsUpdate += 1.0; if (ticksNow >= nextFpsUpdate) { nextFpsUpdate = ticksNow + 1.0; } if (mPrintFps) { logInfo("%d fps", mFps); } } draw(accumulator / mTimestep); mVideo->swap(); nextDraw += mMaxFps; if (ticksNow >= nextDraw) { // we missed some scheduled draws, so reset the schedule nextDraw = ticksNow + mMaxFps; } } // be a good citizen and give back what you don't need Timer::sleep(std::min(std::min(nextStep, nextDraw), Timer::getNextFire()), Timer::ACTUAL); } while (!mStack.empty()); } void dispatchEvents() { SDL_Event event; while (FE_PollEvent(&event) == 1) { switch (event.type) { case SDL_KEYDOWN: if (event.key.keysym.sym == SDLK_ESCAPE && (SDL_GetModState() & KMOD_CTRL) ) { // emergency escape logWarning("escape forced"); exit(1); } break; case SDL_VIDEORESIZE: mVideo->resize(event.resize.w, event.resize.h); break; } handleEvent(event); } } void update(Scalar t, Scalar dt) { for (mStackIt = mStack.begin(); mStackIt != mStack.end(); ++mStackIt) { (*mStackIt)->update(mInterface, t, dt); } } void draw(Scalar alpha) { // FIXME - this will crash if the layer being drawn pops itself std::list::reverse_iterator it; for (it = mStack.rbegin(); it != mStack.rend(); ++it) { (*it)->draw(mInterface, alpha); } } void handleEvent(const Event& event) { for (mStackIt = mStack.begin(); mStackIt != mStack.end(); ++mStackIt) { if ((*mStackIt)->handleEvent(mInterface, event)) break; } } void push(LayerP layer) { ASSERT(layer && "cannot push null layer"); mStack.push_front(layer); logDebug("stack: %d [pushed %X]", mStack.size(), layer.get()); layer->pushed(mInterface); } LayerP pop() { bool fixIt = false; if (mStack.begin() == mStackIt) fixIt = true; LayerP layer = mStack.front(); mStack.pop_front(); logDebug("stack: %d [popped %X]", mStack.size(), layer.get()); layer->popped(mInterface); if (fixIt) mStackIt = --mStack.begin(); return layer; } LayerP pop(Layer* layer) { bool fixIt = false; std::list layers; std::list::iterator it; for (it = mStack.begin(); it != mStack.end(); ++it) { layers.push_back(*it); if (it == mStackIt) fixIt = true; if ((*it).get() == layer) { ++it; mStack.erase(mStack.begin(), it); for (it = layers.begin(); it != layers.end(); ++it) { (*it)->popped(mInterface); logDebug("stack: %d [popped %X]", mStack.size(), (*it).get()); } if (fixIt) mStackIt = --mStack.begin(); return layers.back(); } } return LayerP(); } void clear() { mStack.clear(); mStackIt = mStack.begin(); logDebug("stack: 0 [cleared]"); } void capFps() { if (mMaxFps < mTimestep) { logWarning("capping maximum fps to timestep (%f)", mTimestep); mMaxFps = mTimestep; } } Engine& mInterface; VideoP mVideo; Dispatch mDispatch; ALCdevice* mAlDevice; ALCcontext* mAlContext; std::list mStack; std::list::iterator mStackIt; Scalar mTimestep; Scalar mMaxFps; int mFps; bool mPrintFps; }; Engine::Engine() : // pass through mImpl(new Engine::Impl(*this)) {} Engine& Engine::getInstance() { static Engine engine; return engine; } void Engine::setVideo(VideoP video) { // pass through mImpl->mVideo = video; } VideoP Engine::getVideo() const { return mImpl->mVideo; } void Engine::setTimestep(int ts) { mImpl->mTimestep = 1.0 / Scalar(ts); mImpl->capFps(); } int Engine::getTimestep() const { return int(1.0 / mImpl->mTimestep); } void Engine::setMaxFps(int maxFps) { mImpl->mMaxFps = 1.0 / Scalar(maxFps); mImpl->capFps(); } int Engine::getMaxFps() const { return int(1.0 / mImpl->mMaxFps); } int Engine::getFps() const { return mImpl->mFps; } void Engine::push(LayerP layer) { // pass through mImpl->push(layer); } LayerP Engine::pop() { // pass through return mImpl->pop(); } LayerP Engine::pop(Layer* layer) { // pass through return mImpl->pop(layer); } void Engine::clear() { // pass through mImpl->clear(); } int Engine::getSize() const { return mImpl->mStack.size(); } void Engine::run() { // pass through return mImpl->run(); } Dispatch::Handler Engine::addHandler(const std::string& event, const Dispatch::Function& callback) { return mImpl->mDispatch.addHandler(event, callback); } Dispatch::Handler Engine::addHandler(const std::string& event, const Dispatch::Function& callback, Dispatch::Handler handler) { return mImpl->mDispatch.addHandler(event, callback, handler); } void Engine::dispatch(const std::string& event, const Dispatch::Message* message) { mImpl->mDispatch.dispatch(event, message); } } // namespace Mf /** vim: set ts=4 sw=4 tw=80: *************************************************/