// We chose 64fps here because it is a power of 2, so 1/64 gives an "even"
// binary fraction...
static const float LOGICAL_FPS = 64.0;
+/** ticks (as returned from SDL_GetTicks) per frame */
+static const Uint32 TICKS_PER_FRAME = (Uint32) (1000.0 / LOGICAL_FPS);
+/** don't skip more than every 2nd frame */
+static const int MAX_FRAME_SKIP = 2;
MainLoop* main_loop = NULL;
}
void
+MainLoop::draw(DrawingContext& context)
+{
+ static Uint32 fps_ticks = SDL_GetTicks();
+ static int frame_count = 0;
+
+ current_screen->draw(context);
+ if(Menu::current() != NULL)
+ Menu::current()->draw(context);
+ if(screen_fade.get() != NULL)
+ screen_fade->draw(context);
+ Console::instance->draw(context);
+
+ if(config->show_fps)
+ draw_fps(context, fps);
+
+ context.do_drawing();
+
+ /* Calculate frames per second */
+ if(config->show_fps)
+ {
+ ++frame_count;
+
+ if(SDL_GetTicks() - fps_ticks >= 500)
+ {
+ fps = (float) frame_count / .5;
+ frame_count = 0;
+ fps_ticks = SDL_GetTicks();
+ }
+ }
+}
+
+void
+MainLoop::update_gamelogic(float elapsed_time)
+{
+ Scripting::update_debugger();
+ Scripting::TimeScheduler::instance->update(game_time);
+ current_screen->update(elapsed_time);
+ if(screen_fade.get() != NULL)
+ screen_fade->update(elapsed_time);
+ Console::instance->update(elapsed_time);
+}
+
+void
+MainLoop::process_events()
+{
+ main_controller->update();
+ SDL_Event event;
+ while(SDL_PollEvent(&event)) {
+ main_controller->process_event(event);
+ if(Menu::current() != NULL)
+ Menu::current()->event(event);
+ if(event.type == SDL_QUIT)
+ quit();
+ }
+}
+
+void
+MainLoop::handle_screen_switch()
+{
+ while( (next_screen.get() != NULL || nextpop) &&
+ (screen_fade.get() == NULL || screen_fade->done())) {
+ if(current_screen.get() != NULL) {
+ current_screen->leave();
+ }
+
+ if(nextpop) {
+ if(screen_stack.empty()) {
+ running = false;
+ break;
+ }
+ next_screen.reset(screen_stack.back());
+ screen_stack.pop_back();
+ }
+ if(nextpush && current_screen.get() != NULL) {
+ screen_stack.push_back(current_screen.release());
+ }
+
+ nextpush = false;
+ nextpop = false;
+ speed = 1.0;
+ if(next_screen.get() != NULL)
+ next_screen->setup();
+ current_screen.reset(next_screen.release());
+ screen_fade.reset(NULL);
+
+ waiting_threads.wakeup();
+ }
+}
+
+void
MainLoop::run()
{
DrawingContext context;
- unsigned int frame_count = 0;
- float fps_fps = 0;
- Uint32 fps_ticks = SDL_GetTicks();
- Uint32 fps_nextframe_ticks = SDL_GetTicks();
- Uint32 ticks;
- bool skipdraw = false;
+ Uint32 last_ticks;
+ Uint32 elapsed_ticks = 0;
+ int skipped_frames = 0;
running = true;
while(running) {
- while( (next_screen.get() != NULL || nextpop) &&
- (screen_fade.get() == NULL || screen_fade->done())) {
- if(current_screen.get() != NULL) {
- current_screen->leave();
- }
- if(nextpop) {
- if(screen_stack.empty()) {
- running = false;
- break;
- }
- next_screen.reset(screen_stack.back());
- screen_stack.pop_back();
- }
- if(nextpush && current_screen.get() != NULL) {
- screen_stack.push_back(current_screen.release());
- }
+ handle_screen_switch();
+ if(!running || current_screen.get() == NULL)
+ break;
+
+ Uint32 ticks = SDL_GetTicks();
+ elapsed_ticks += ticks - last_ticks;
+ last_ticks = ticks;
- nextpush = false;
- nextpop = false;
- speed = 1.0;
- if(next_screen.get() != NULL)
- next_screen->setup();
- current_screen.reset(next_screen.release());
- screen_fade.reset(NULL);
+ /* time for a new logical frame? */
+ if(elapsed_ticks > TICKS_PER_FRAME) {
+ elapsed_ticks -= TICKS_PER_FRAME;
+ float timestep = 1.0 / LOGICAL_FPS;
+ real_time += timestep;
+ timestep *= speed;
+ game_time += timestep;
- waiting_threads.wakeup();
+ process_events();
+ update_gamelogic(timestep);
}
- if(!running || current_screen.get() == NULL)
- break;
+ if(elapsed_ticks > TICKS_PER_FRAME) {
+ // too much time passed since last frame, the computer doesn't seem to be
+ // able to draw 64fps on screen, so skip 1 frame for now
+ skipped_frames++;
- float elapsed_time = 1.0 / LOGICAL_FPS;
- ticks = SDL_GetTicks();
- if(ticks > fps_nextframe_ticks) {
- if(skipdraw) {
- // already skipped last frame? we have to slow down the game then...
- skipdraw = false;
- fps_nextframe_ticks -= (Uint32) (1000.0 / LOGICAL_FPS);
- } else {
- // don't draw all frames when we're getting too slow
- skipdraw = true;
+ // slow down the game if we skip too many frames
+ if(skipped_frames > MAX_FRAME_SKIP) {
+ elapsed_ticks = elapsed_ticks % TICKS_PER_FRAME;
+ draw(context);
+ skipped_frames = 0;
}
} else {
- skipdraw = false;
- while(fps_nextframe_ticks > ticks) {
- /* just wait */
- // If we really have to wait long, then do an imprecise SDL_Delay()
- Uint32 diff = fps_nextframe_ticks - ticks;
- if(diff > 10) {
- SDL_Delay(diff - 2);
- }
- ticks = SDL_GetTicks();
- }
- }
- fps_nextframe_ticks = ticks + (Uint32) (1000.0 / LOGICAL_FPS);
-
- if(!skipdraw) {
- current_screen->draw(context);
- if(Menu::current() != NULL)
- Menu::current()->draw(context);
- if(screen_fade.get() != NULL)
- screen_fade->draw(context);
- Console::instance->draw(context);
-
- if(config->show_fps)
- draw_fps(context, fps_fps);
-
- context.do_drawing();
-
- /* Calculate frames per second */
- if(config->show_fps)
- {
- ++frame_count;
-
- if(SDL_GetTicks() - fps_ticks >= 500)
- {
- fps_fps = (float) frame_count / .5;
- frame_count = 0;
- fps_ticks = SDL_GetTicks();
- }
- }
- }
-
- real_time += elapsed_time;
- elapsed_time *= speed;
- game_time += elapsed_time;
-
- Scripting::update_debugger();
- Scripting::TimeScheduler::instance->update(game_time);
- current_screen->update(elapsed_time);
- if(screen_fade.get() != NULL)
- screen_fade->update(elapsed_time);
- Console::instance->update(elapsed_time);
-
- main_controller->update();
- SDL_Event event;
- while(SDL_PollEvent(&event)) {
- main_controller->process_event(event);
- if(Menu::current() != NULL)
- Menu::current()->event(event);
- if(event.type == SDL_QUIT)
- quit();
+ draw(context);
+ skipped_frames = 0;
}
sound_manager->update();
-
- //log_info << "== periodic rand() = " << systemRandom.rand() << std::endl;
}
}