#include "global.h" /* ----------------------------------------------------------------------------- File: StepMania.cpp Desc: Entry point for program. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "StepMania.h" // // Rage global classes // #include "RageLog.h" #include "RageTextureManager.h" #include "RageSoundManager.h" #include "RageSounds.h" #include "RageInput.h" #include "RageTimer.h" #include "RageException.h" #include "RageMath.h" #include "RageDisplay.h" #include "arch/arch.h" #include "arch/LoadingWindow/LoadingWindow.h" #include "arch/ErrorDialog/ErrorDialog.h" #include "time.h" #include "SDL_utils.h" // // StepMania global classes // #include "ThemeManager.h" #include "NoteSkinManager.h" #include "PrefsManager.h" #include "SongManager.h" #include "GameState.h" #include "AnnouncerManager.h" #include "ScreenManager.h" #include "GameManager.h" #include "FontManager.h" #include "InputFilter.h" #include "InputMapper.h" #include "InputQueue.h" #include "SongCacheIndex.h" #include "BannerCache.h" #include "UnlockSystem.h" #include "arch/ArchHooks/ArchHooks.h" #include "RageFile.h" #if defined(_XBOX) #ifdef DEBUG #pragma comment(lib, "SDL-1.2.5/lib/xboxSDLmaind.lib") #else #pragma comment(lib, "SDL-1.2.5/lib/xboxSDLmain.lib") #endif #elif defined(_WINDOWS) #ifdef DEBUG #pragma comment(lib, "SDL-1.2.5/lib/SDLmaind.lib") #else #pragma comment(lib, "SDL-1.2.5/lib/SDLmain.lib") #endif #endif #ifdef _WINDOWS HWND g_hWndMain = NULL; #endif int g_argc = 0; char **g_argv = NULL; static bool g_bHasFocus = true; static bool g_bQuitting = false; static void ChangeToDirOfExecutable(const char *argv0) { #ifndef _XBOX /* Make sure the current directory is the root program directory * We probably shouldn't do this; rather, we should know where things * are and use paths as needed, so we don't depend on the binary being * in the same place as "Songs" ... */ if( !DoesFileExist("Songs") ) { // strip off executable name CString dir = argv0; unsigned n = dir.find_last_of("/\\"); if (n != dir.npos) dir.erase(n); chdir( dir.c_str() ); } #endif } static RageDisplay::VideoModeParams GetCurVideoModeParams() { return RageDisplay::VideoModeParams( PREFSMAN->m_bWindowed, PREFSMAN->m_iDisplayWidth, PREFSMAN->m_iDisplayHeight, PREFSMAN->m_iDisplayColorDepth, PREFSMAN->m_iRefreshRate, PREFSMAN->m_bVsync, PREFSMAN->m_bInterlaced, PREFSMAN->m_bAntiAliasing, THEME->GetMetric("Common","WindowTitle"), THEME->GetPathToG("Common window icon") #ifdef _XBOX , PREFSMAN->m_bPAL #endif ); } void ApplyGraphicOptions() { bool bNeedReload = false; bNeedReload |= DISPLAY->SetVideoMode( GetCurVideoModeParams() ); bNeedReload |= TEXTUREMAN->SetPrefs( PREFSMAN->m_iTextureColorDepth, PREFSMAN->m_iMovieColorDepth, PREFSMAN->m_bDelayedTextureDelete, PREFSMAN->m_iMaxTextureResolution ); if( bNeedReload ) TEXTUREMAN->ReloadAll(); // find out what we actually got PREFSMAN->m_bWindowed = DISPLAY->GetVideoModeParams().windowed; PREFSMAN->m_iDisplayWidth = DISPLAY->GetVideoModeParams().width; PREFSMAN->m_iDisplayHeight = DISPLAY->GetVideoModeParams().height; PREFSMAN->m_iDisplayColorDepth = DISPLAY->GetVideoModeParams().bpp; PREFSMAN->m_iRefreshRate = DISPLAY->GetVideoModeParams().rate; PREFSMAN->m_bVsync = DISPLAY->GetVideoModeParams().vsync; SCREENMAN->SystemMessage( ssprintf("%s %dx%d %d color %d texture %dHz %s %s", PREFSMAN->m_bWindowed ? "Windowed" : "Fullscreen", PREFSMAN->m_iDisplayWidth, PREFSMAN->m_iDisplayHeight, PREFSMAN->m_iDisplayColorDepth, PREFSMAN->m_iTextureColorDepth, PREFSMAN->m_iRefreshRate, PREFSMAN->m_bVsync ? "Vsync" : "NoVsync", PREFSMAN->m_bAntiAliasing? "AA" : "NoAA" ) ); /* Give the input handlers a chance to re-open devices as necessary. */ INPUTMAN->WindowReset(); } void ExitGame() { g_bQuitting = true; } void ResetGame() { GAMESTATE->Reset(); PREFSMAN->ReadGamePrefsFromDisk(); INPUTMAPPER->ReadMappingsFromDisk(); NOTESKIN->RefreshNoteSkinData( GAMESTATE->m_CurGame ); /* GameState::Reset() will switch the NoteSkin for( int p=0; pDoesNoteSkinExist( NOTESKIN->GetCurNoteSkinName(pn) ) ) { CStringArray asNoteSkinNames; NOTESKIN->GetNoteSkinNames( asNoteSkinNames ); NOTESKIN->SwitchNoteSkin( pn, asNoteSkinNames[0] ); } } */ if( !THEME->DoesThemeExist( THEME->GetCurThemeName() ) ) { CString sGameName = GAMESTATE->GetCurrentGameDef()->m_szName; if( THEME->DoesThemeExist( sGameName ) ) THEME->SwitchTheme( sGameName ); else THEME->SwitchTheme( "default" ); TEXTUREMAN->DoDelayedDelete(); } PREFSMAN->SaveGamePrefsToDisk(); SCREENMAN->SetNewScreen( THEME->GetMetric("Common","InitialScreen") ); PREFSMAN->m_bFirstRun = false; if( PREFSMAN->m_bAutoMapJoysticks ) INPUTMAPPER->AutoMapJoysticksForCurrentGame(); } static void GameLoop(); static bool ChangeAppPri() { if(PREFSMAN->m_iBoostAppPriority == 0) return false; /* If -1 and this is a debug build, don't. It makes the debugger sluggish. */ #ifdef DEBUG if(PREFSMAN->m_iBoostAppPriority == -1) return false; #endif return true; } static void BoostAppPri() { if(!ChangeAppPri()) return; #ifdef _WINDOWS /* We just want a slight boost, so we don't skip needlessly if something happens * in the background. We don't really want to be high-priority--above normal should * be enough. However, ABOVE_NORMAL_PRIORITY_CLASS is only supported in Win2000 * and later. */ OSVERSIONINFO version; version.dwOSVersionInfoSize=sizeof(version); if(!GetVersionEx(&version)) { LOG->Warn(werr_ssprintf(GetLastError(), "GetVersionEx failed")); return; } #ifndef ABOVE_NORMAL_PRIORITY_CLASS #define ABOVE_NORMAL_PRIORITY_CLASS 0x00008000 #endif DWORD pri = HIGH_PRIORITY_CLASS; if(version.dwMajorVersion >= 5) pri = ABOVE_NORMAL_PRIORITY_CLASS; /* Be sure to boost the app, not the thread, to make sure the * sound thread stays higher priority than the main thread. */ SetPriorityClass(GetCurrentProcess(), pri); #endif } static void CheckSettings() { #if defined(WIN32) /* Has the amount of memory changed? */ MEMORYSTATUS mem; GlobalMemoryStatus(&mem); const int Memory = mem.dwTotalPhys / 1048576; if( PREFSMAN->m_iLastSeenMemory == Memory ) return; LOG->Trace( "Memory changed from %i to %i; settings changed", PREFSMAN->m_iLastSeenMemory, Memory ); PREFSMAN->m_iLastSeenMemory = Memory; /* Let's consider 128-meg systems low-memory, and 256-meg systems high-memory. * Cut off at 192. This is somewhat conservative; many 128-meg systems can * deal with higher memory profile settings, but some can't. * * Actually, Windows lops off a meg or two; cut off a little lower to treat * 192-meg systems as high-memory. */ const bool HighMemory = (Memory >= 190); const bool LowMemory = (Memory < 100); /* 64 and 96-meg systems */ /* Two memory-consuming features that we can disable are texture caching and * preloaded banners. Texture caching can use a lot of memory; disable it for * low-memory systems. */ PREFSMAN->m_bDelayedTextureDelete = HighMemory; /* Preloaded banners takes about 9k per song. Although it's smaller than the * actual song data, it still adds up with a lot of songs. Disable it for 64-meg * systems. */ PREFSMAN->m_bBannerCache = !LowMemory; PREFSMAN->SaveGlobalPrefsToDisk(); #endif } #if defined(WIN32) #include "RageDisplay_D3D.h" #endif #if !defined(_XBOX) #include "RageDisplay_OGL.h" #endif #include "archutils/Win32/VideoDriverInfo.h" #include "regex.h" static const CString D3DURL = "http://search.microsoft.com/gomsuri.asp?n=1&c=rp_BestBets&siteid=us&target=http://www.microsoft.com/downloads/details.aspx?FamilyID=a19bed22-0b25-4e5d-a584-6389d8a3dad0&displaylang=en"; #define VIDEOCARDS_INI_PATH BASE_PATH "Data" SLASH "VideoCardDefaults.ini" RageDisplay *CreateDisplay() { /* We never want to bother users with having to decide which API to use. * * Some cards simply are too troublesome with OpenGL to ever use it, eg. Voodoos. * If D3D8 isn't installed on those, complain and refuse to run (by default). * For others, always use OpenGL. Allow forcing to D3D as an advanced option. * * If we're missing acceleration when we load D3D8 due to a card being in the * D3D list, it means we need drivers and that they do exist. * * If we try to load OpenGL and we're missing acceleration, it may mean: * 1. We're missing drivers, and they just need upgrading. * 2. The card doesn't have drivers, and it should be using D3D8. In other words, * it needs an entry in this table. * 3. The card doesn't have drivers for either. (Sorry, no S3 868s.) Can't play. * * In this case, fail to load; don't silently fall back on D3D. We don't want * people unknowingly using D3D8 with old drivers (and reporting obscure bugs * due to driver problems). We'll probably get bug reports for all three types. * #2 is the only case that's actually a bug. * * Actually, right now we're falling back. I'm not sure which behavior is better. */ // Video card changed since last run #if defined(_WINDOWS) CString sVideoDriver = GetPrimaryVideoDriverName(); #else CString sVideoDriver = "OpenGL"; #endif LOG->Trace( "Last seen video driver: " + PREFSMAN->m_sLastSeenVideoDriver ); if( PREFSMAN->m_sVideoRenderers == "" || PREFSMAN->m_sLastSeenVideoDriver != sVideoDriver ) { LOG->Trace( "Video card has changed. Applying new defaults." ); IniFile ini; ini.SetPath( VIDEOCARDS_INI_PATH ); if(!ini.ReadFile()) RageException::Throw( "Couldn't read '%s'.", VIDEOCARDS_INI_PATH ); IniFile::const_iterator i; for( i = ini.begin(); i != ini.end(); ++i ) { const CString &sKey = i->first; CString sDriverRegex; if( !ini.GetValue( sKey, "DriverRegex", sDriverRegex ) ) break; Regex regex( sDriverRegex ); if( !regex.Compare(sVideoDriver) ) continue; // skip LOG->Trace( "Using default graphics settings for '%s'.", sDriverRegex.size()? sDriverRegex.c_str():"(unknown card)" ); ini.GetValue( sKey, "Renderers", PREFSMAN->m_sVideoRenderers ); ini.GetValueI( sKey, "Width", PREFSMAN->m_iDisplayWidth ); ini.GetValueI( sKey, "Height", PREFSMAN->m_iDisplayHeight ); ini.GetValueI( sKey, "DisplayColor", PREFSMAN->m_iDisplayColorDepth ); ini.GetValueI( sKey, "TextureColor", PREFSMAN->m_iTextureColorDepth ); ini.GetValueI( sKey, "MovieColor", PREFSMAN->m_iMovieColorDepth ); ini.GetValueB( sKey, "AntiAliasing", PREFSMAN->m_bAntiAliasing ); // Update last seen video card #if defined(_WINDOWS) PREFSMAN->m_sLastSeenVideoDriver = GetPrimaryVideoDriverName(); #else PREFSMAN->m_sLastSeenVideoDriver = "OpenGL"; #endif break; // stop looking } } RageDisplay::VideoModeParams params(GetCurVideoModeParams()); CString error = "There was an error while initializing your video card.\n\n" " PLEASE DO NOT FILE THIS ERROR AS A BUG!\n\n" "Video Driver: "+sVideoDriver+"\n\n"; LOG->Info( "Trying video renderers: '%s'", PREFSMAN->m_sVideoRenderers.c_str() ); CStringArray asRenderers; split( PREFSMAN->m_sVideoRenderers, ",", asRenderers, true ); if( asRenderers.empty() ) RageException::Throw("No video renderers attempted."); for( unsigned i=0; im_bAllowUnacceleratedRenderer ); } catch(RageException e) { error += CString(e.what()) + "\n"; continue; }; #endif } else if( sRenderer.CompareNoCase("d3d")==0 ) { #if defined(SUPPORT_D3D) error += "Initializing Direct3D...\n"; try { return new RageDisplay_D3D( params ); } catch( const exception &e ) { error += CString(e.what()) + "\n"; }; #endif } else RageException::Throw("Unknown video renderer value: %s", sRenderer.c_str() ); } RageException::Throw( error ); } static void RestoreAppPri() { if(!ChangeAppPri()) return; #ifdef _WINDOWS SetPriorityClass(GetCurrentProcess(), NORMAL_PRIORITY_CLASS); #endif } #define UNLOCKS_PATH BASE_PATH "Data" SLASH "Unlocks.dat" int main(int argc, char* argv[]) { g_argc = argc; g_argv = argv; /* Set up arch hooks first. This may set up crash handling. */ HOOKS = MakeArchHooks(); CString g_sErrorString = ""; #ifndef DEBUG try{ #endif ChangeToDirOfExecutable(argv[0]); /* Set this up second. Do this early, since it's needed for RageException::Throw. * Do it after ChangeToDirOfExecutable, so the log ends up in the right place. */ LOG = new RageLog(); /* Whew--we should be able to crash safely now! */ atexit(SDL_Quit); /* Clean up on exit */ /* Fire up the SDL, but don't actually start any subsystems. * We use our own error handlers. */ int SDL_flags = SDL_INIT_NOPARACHUTE; SDL_Init(SDL_flags); LoadingWindow *loading_window = MakeLoadingWindow(); loading_window->Paint(); // changed to use time. GetTimeSinceStart is silly because it always return 0! -Chris srand( time(NULL) ); // seed number generator HOOKS->DumpDebugInfo(); // // Create game objects // GAMESTATE = new GameState; PREFSMAN = new PrefsManager; if( PREFSMAN->m_bDebugMode ) LOG->ShowConsole(); CheckSettings(); GAMEMAN = new GameManager; THEME = new ThemeManager; NOTESKIN = new NoteSkinManager; SOUNDMAN = new RageSoundManager(PREFSMAN->m_sSoundDrivers); SOUNDMAN->SetPrefs(PREFSMAN->m_fSoundVolume); SOUND = new RageSounds; ANNOUNCER = new AnnouncerManager; INPUTFILTER = new InputFilter; INPUTMAPPER = new InputMapper; INPUTQUEUE = new InputQueue; SONGINDEX = new SongCacheIndex; BANNERCACHE = new BannerCache; /* depends on SONGINDEX: */ SONGMAN = new SongManager( loading_window ); // this takes a long time to load delete loading_window; // destroy this before init'ing Display /* XXX: Why do we reload global prefs? PREFSMAN loads them in the ctor. -glenn */ PREFSMAN->ReadGlobalPrefsFromDisk( true ); PREFSMAN->ReadGamePrefsFromDisk(); DISPLAY = CreateDisplay(); TEXTUREMAN = new RageTextureManager(); TEXTUREMAN->SetPrefs( PREFSMAN->m_iTextureColorDepth, PREFSMAN->m_iMovieColorDepth, PREFSMAN->m_bDelayedTextureDelete, PREFSMAN->m_iMaxTextureResolution ); /* Now that we've started DISPLAY, we can set up event masks. */ mySDL_EventState(SDL_QUIT, SDL_ENABLE); mySDL_EventState(SDL_ACTIVEEVENT, SDL_ENABLE); /* Grab the window manager specific information */ SDL_SysWMinfo info; SDL_VERSION(&info.version); if ( SDL_GetWMInfo(&info) < 0 ) RageException::Throw( "SDL_GetWMInfo failed" ); #ifdef _WINDOWS g_hWndMain = info.window; #endif /* This initializes objects that change the SDL event mask, and has other * dependencies on the SDL video subsystem, so it must be initialized after * DISPLAY and setting the default SDL event mask. */ INPUTMAN = new RageInput; // These things depend on the TextureManager, so do them after! FONT = new FontManager; SCREENMAN = new ScreenManager; /* People may want to do something else while songs are loading, so do * this after loading songs. */ BoostAppPri(); ResetGame(); /* Load the unlocks into memory */ GAMESTATE->m_pUnlockingSys->LoadFromDATFile( UNLOCKS_PATH ); /* Initialize which courses are ranking courses here. */ SONGMAN->UpdateRankingCourses(); /* Run the main loop. */ GameLoop(); PREFSMAN->SaveGlobalPrefsToDisk(); PREFSMAN->SaveGamePrefsToDisk(); #ifndef DEBUG } catch( RageException e ) { g_sErrorString = e.what(); } #endif SAFE_DELETE( SCREENMAN ); /* Delete INPUTMAN before the other INPUTFILTER handlers, or an input * driver may try to send a message to INPUTFILTER after we delete it. */ SAFE_DELETE( INPUTMAN ); SAFE_DELETE( INPUTQUEUE ); SAFE_DELETE( INPUTMAPPER ); SAFE_DELETE( INPUTFILTER ); SAFE_DELETE( SONGMAN ); SAFE_DELETE( BANNERCACHE ); SAFE_DELETE( SONGINDEX ); SAFE_DELETE( PREFSMAN ); SAFE_DELETE( GAMESTATE ); SAFE_DELETE( GAMEMAN ); SAFE_DELETE( NOTESKIN ); SAFE_DELETE( THEME ); SAFE_DELETE( ANNOUNCER ); SAFE_DELETE( SOUND ); SAFE_DELETE( SOUNDMAN ); SAFE_DELETE( FONT ); SAFE_DELETE( TEXTUREMAN ); SAFE_DELETE( DISPLAY ); SAFE_DELETE( LOG ); SAFE_DELETE( HOOKS ); if( g_sErrorString != "" ) { // throw up a pretty error dialog ErrorDialog *d = MakeErrorDialog(); d->SetErrorText(g_sErrorString); d->ShowError(); delete d; } return 0; } /* Returns true if the key has been handled and should be discarded, false if * the key should be sent on to screens. */ bool HandleGlobalInputs( DeviceInput DeviceI, InputEventType type, GameInput GameI, MenuInput MenuI, StyleInput StyleI ) { /* None of the globals keys act on types other than FIRST_PRESS */ if( type != IET_FIRST_PRESS ) return false; switch( MenuI.button ) { case MENU_BUTTON_OPERATOR: /* Global operator key, to get quick access to the options menu. Don't * do this if we're on a "system menu", which includes the editor * (to prevent quitting without storing changes). */ if( !GAMESTATE->m_bIsOnSystemMenu ) { SCREENMAN->SystemMessage( "OPERATOR" ); SCREENMAN->SetNewScreen( "ScreenOptionsMenu" ); } return true; case MENU_BUTTON_COIN: /* Handle a coin insertion. */ if( GAMESTATE->m_bEditing ) // no coins while editing break; GAMESTATE->m_iCoins++; SCREENMAN->RefreshCreditsMessages(); SOUND->PlayOnce( THEME->GetPathToS("Common coin") ); return false; // Attract need to know because they go to TitleMenu on > 1 credit } #ifndef DARWIN if(DeviceI == DeviceInput(DEVICE_KEYBOARD, SDLK_F4)) { if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_RALT)) || INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_LALT)) ) { // pressed Alt+F4 ExitGame(); return true; } } #else if(DeviceI == DeviceInput(DEVICE_KEYBOARD, SDLK_q)) { if(INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_RMETA)) || INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_LMETA))) { // pressed CMD-Q ExitGame(); return true; } } #endif #ifndef DARWIN /* XXX: Er, this doesn't work; Windows traps this key and takes a screenshot * into the clipboard. I don't want to disable that, though; it's useful. */ if(DeviceI == DeviceInput(DEVICE_KEYBOARD, SDLK_SYSREQ)) #else if(DeviceI == DeviceInput(DEVICE_KEYBOARD, SDLK_KP_MULTIPLY)) #endif { // Save Screenshot. CString sPath; for( int i=0; i<10000; i++ ) { sPath = ssprintf("screen%04d.bmp",i); if( !DoesFileExist(sPath) ) break; } DISPLAY->SaveScreenshot( sPath ); SCREENMAN->SystemMessage( "Saved screenshot: " + sPath ); return true; } if(DeviceI == DeviceInput(DEVICE_KEYBOARD, SDLK_RETURN)) { if( INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_RALT)) || INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_LALT)) ) { /* alt-enter */ PREFSMAN->m_bWindowed = !PREFSMAN->m_bWindowed; ApplyGraphicOptions(); return true; } } return false; } static void HandleInputEvents(float fDeltaTime) { INPUTFILTER->Update( fDeltaTime ); static InputEventArray ieArray; ieArray.clear(); // empty the array INPUTFILTER->GetInputEvents( ieArray ); /* If we don't have focus, discard input. */ if( !g_bHasFocus ) return; for( unsigned i=0; iDeviceToGame( DeviceI, GameI ); if( GameI.IsValid() && type == IET_FIRST_PRESS ) INPUTQUEUE->RememberInput( GameI ); if( GameI.IsValid() ) { INPUTMAPPER->GameToMenu( GameI, MenuI ); INPUTMAPPER->GameToStyle( GameI, StyleI ); } // HACK: Numlock is read is being pressed if the NumLock light is on. // Filter out all NumLock repeat messages if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_NUMLOCK && type != IET_FIRST_PRESS ) continue; // skip if( HandleGlobalInputs(DeviceI, type, GameI, MenuI, StyleI ) ) continue; // skip SCREENMAN->Input( DeviceI, type, GameI, MenuI, StyleI ); } } static void HandleSDLEvents() { // process all queued events SDL_Event event; while(SDL_GetEvent(event, SDL_QUITMASK|SDL_ACTIVEEVENTMASK)) { switch(event.type) { case SDL_QUIT: LOG->Trace("SDL_QUIT: shutting down"); ExitGame(); break; case SDL_ACTIVEEVENT: { /* We don't care about mouse focus. */ if(event.active.state == SDL_APPMOUSEFOCUS) break; Uint8 i = SDL_GetAppState(); g_bHasFocus = i&SDL_APPINPUTFOCUS && i&SDL_APPACTIVE; LOG->Trace("App %s focus (%i%i)", g_bHasFocus? "has":"doesn't have", i&SDL_APPINPUTFOCUS, i&SDL_APPACTIVE); if(g_bHasFocus) BoostAppPri(); else { RestoreAppPri(); /* If we lose focus, we may lose input events, especially key * releases. */ INPUTFILTER->Reset(); } } } } } static void GameLoop() { RageTimer timer; while(!g_bQuitting) { /* This needs to be called before anything that handles SDL events. */ SDL_PumpEvents(); HandleSDLEvents(); /* * Update */ float fDeltaTime = timer.GetDeltaTime(); if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_TAB) ) ) { if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_BACKQUOTE) ) ) fDeltaTime = 0; /* both; stop time */ else fDeltaTime *= 4; } else if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_BACKQUOTE) ) ) { fDeltaTime /= 4; } DISPLAY->Update( fDeltaTime ); TEXTUREMAN->Update( fDeltaTime ); GAMESTATE->Update( fDeltaTime ); SCREENMAN->Update( fDeltaTime ); SOUNDMAN->Update( fDeltaTime ); /* Important: Process input AFTER updating game logic, or input will be acting on song beat from last frame */ HandleInputEvents( fDeltaTime ); HOOKS->Update( fDeltaTime ); /* * Render */ SCREENMAN->Draw(); /* This is unneeded in OS X. The OS handles all of this for us. */ #if !defined(DARWIN) if(g_bHasFocus) SDL_Delay( 1 ); // give some time to other processes and threads else SDL_Delay( 10 );// give some time to other processes and threads #endif } }