Files
itgmania212121/src/GameLoop.cpp
T
2013-04-19 20:34:11 -07:00

376 lines
9.5 KiB
C++

#include "global.h"
#include "GameLoop.h"
#include "RageLog.h"
#include "RageTextureManager.h"
#include "RageSoundManager.h"
#include "PrefsManager.h"
#include "RageDisplay.h"
#include "arch/ArchHooks/ArchHooks.h"
#include "GameSoundManager.h"
#include "ThemeManager.h"
#include "SongManager.h"
#include "GameState.h"
#include "MemoryCardManager.h"
#include "ScreenManager.h"
#include "InputFilter.h"
#include "InputMapper.h"
#include "RageFileManager.h"
#include "LightsManager.h"
#include "NetworkSyncManager.h"
#include "RageTimer.h"
#include "RageInput.h"
static RageTimer g_GameplayTimer;
static Preference<bool> g_bNeverBoostAppPriority( "NeverBoostAppPriority", false );
/* experimental: force a specific update rate. This prevents big animation
* jumps on frame skips. 0 to disable. */
static Preference<float> g_fConstantUpdateDeltaSeconds( "ConstantUpdateDeltaSeconds", 0 );
void HandleInputEvents( float fDeltaTime );
static float g_fUpdateRate = 1;
void GameLoop::SetUpdateRate( float fUpdateRate )
{
g_fUpdateRate = fUpdateRate;
}
static void CheckGameLoopTimerSkips( float fDeltaTime )
{
if( !PREFSMAN->m_bLogSkips )
return;
static int iLastFPS = 0;
int iThisFPS = DISPLAY->GetFPS();
/* If vsync is on, and we have a solid framerate (vsync == refresh and we've
* sustained this for at least one second), we expect the amount of time for
* the last frame to be 1/FPS. */
if( iThisFPS != DISPLAY->GetActualVideoModeParams().rate || iThisFPS != iLastFPS )
{
iLastFPS = iThisFPS;
return;
}
const float fExpectedTime = 1.0f / iThisFPS;
const float fDifference = fDeltaTime - fExpectedTime;
if( fabsf(fDifference) > 0.002f && fabsf(fDifference) < 0.100f )
LOG->Trace( "GameLoop timer skip: %i FPS, expected %.3f, got %.3f (%.3f difference)",
iThisFPS, fExpectedTime, fDeltaTime, fDifference );
}
static bool ChangeAppPri()
{
if( g_bNeverBoostAppPriority.Get() )
return false;
// if using NTPAD don't boost or else input is laggy
#if defined(_WINDOWS)
{
vector<InputDeviceInfo> vDevices;
// This can get called before INPUTMAN is constructed.
if( INPUTMAN )
{
INPUTMAN->GetDevicesAndDescriptions(vDevices);
FOREACH_CONST( InputDeviceInfo, vDevices, d )
{
if( d->sDesc.find("NTPAD") != string::npos )
{
LOG->Trace( "Using NTPAD. Don't boost priority." );
return false;
}
}
}
}
#endif
// If this is a debug build, don't. It makes the VC debugger sluggish.
#if defined(WIN32) && defined(DEBUG)
return false;
#else
return true;
#endif
}
static void CheckFocus()
{
if( !HOOKS->AppFocusChanged() )
return;
// If we lose focus, we may lose input events, especially key releases.
INPUTFILTER->Reset();
if( ChangeAppPri() )
{
if( HOOKS->AppHasFocus() )
HOOKS->BoostPriority();
else
HOOKS->UnBoostPriority();
}
}
// On the next update, change themes, and load sNewScreen.
static RString g_sNewTheme;
static RString g_sNewScreen;
static bool g_bForceThemeReload;
void GameLoop::ChangeTheme( const RString &sNewTheme, const RString &sNewScreen, bool bForced )
{
g_sNewTheme = sNewTheme;
g_sNewScreen = sNewScreen;
g_bForceThemeReload = bForced;
}
#include "StepMania.h" // XXX
namespace
{
void DoChangeTheme()
{
SAFE_DELETE( SCREENMAN );
TEXTUREMAN->DoDelayedDelete();
// In case the previous theme overloaded class bindings, reinitialize them.
LUA->RegisterTypes();
THEME->SwitchThemeAndLanguage( g_sNewTheme, THEME->GetCurLanguage(), PREFSMAN->m_bPseudoLocalize, g_bForceThemeReload );
PREFSMAN->m_sTheme.Set( g_sNewTheme );
// Apply the new window title, icon and aspect ratio.
StepMania::ApplyGraphicOptions();
SCREENMAN = new ScreenManager();
StepMania::ResetGame();
SCREENMAN->ThemeChanged();
SCREENMAN->SetNewScreen( g_sNewScreen );
g_sNewTheme = RString();
g_sNewScreen = RString();
}
}
void GameLoop::RunGameLoop()
{
/* People may want to do something else while songs are loading, so do
* this after loading songs. */
if( ChangeAppPri() )
HOOKS->BoostPriority();
while( !ArchHooks::UserQuit() )
{
if( !g_sNewTheme.empty() )
DoChangeTheme();
// Update
float fDeltaTime = g_GameplayTimer.GetDeltaTime();
if( g_fConstantUpdateDeltaSeconds > 0 )
fDeltaTime = g_fConstantUpdateDeltaSeconds;
CheckGameLoopTimerSkips( fDeltaTime );
fDeltaTime *= g_fUpdateRate;
CheckFocus();
// Update SOUNDMAN early (before any RageSound::GetPosition calls), to flush position data.
SOUNDMAN->Update();
/* Update song beat information -before- calling update on all the classes that
* depend on it. If you don't do this first, the classes are all acting on old
* information and will lag. (but no longer fatally, due to timestamping -glenn) */
SOUND->Update( fDeltaTime );
TEXTUREMAN->Update( fDeltaTime );
GAMESTATE->Update( fDeltaTime );
SCREENMAN->Update( fDeltaTime );
MEMCARDMAN->Update();
NSMAN->Update( fDeltaTime );
/* Important: Process input AFTER updating game logic, or input will be
* acting on song beat from last frame */
HandleInputEvents( fDeltaTime );
if( INPUTMAN->DevicesChanged() )
{
INPUTFILTER->Reset(); // fix "buttons stuck" if button held while unplugged
INPUTMAN->LoadDrivers();
RString sMessage;
if( INPUTMAPPER->CheckForChangedInputDevicesAndRemap(sMessage) )
SCREENMAN->SystemMessage( sMessage );
}
LIGHTSMAN->Update( fDeltaTime );
// Render
SCREENMAN->Draw();
}
// If we ended mid-game, finish up.
GAMESTATE->SaveLocalData();
if( ChangeAppPri() )
HOOKS->UnBoostPriority();
}
class ConcurrentRenderer
{
public:
ConcurrentRenderer();
~ConcurrentRenderer();
void Start();
void Stop();
private:
RageThread m_Thread;
RageEvent m_Event;
bool m_bShutdown;
void RenderThread();
static int StartRenderThread( void *p );
enum State { RENDERING_IDLE, RENDERING_START, RENDERING_ACTIVE, RENDERING_END };
State m_State;
};
static ConcurrentRenderer *g_pConcurrentRenderer = NULL;
ConcurrentRenderer::ConcurrentRenderer():
m_Event("ConcurrentRenderer")
{
m_bShutdown = false;
m_State = RENDERING_IDLE;
m_Thread.SetName( "ConcurrentRenderer" );
m_Thread.Create( StartRenderThread, this );
}
ConcurrentRenderer::~ConcurrentRenderer()
{
ASSERT( m_State == RENDERING_IDLE );
m_bShutdown = true;
m_Thread.Wait();
}
void ConcurrentRenderer::Start()
{
DISPLAY->BeginConcurrentRenderingMainThread();
m_Event.Lock();
ASSERT( m_State == RENDERING_IDLE );
m_State = RENDERING_START;
m_Event.Signal();
while( m_State != RENDERING_ACTIVE )
m_Event.Wait();
m_Event.Unlock();
}
void ConcurrentRenderer::Stop()
{
m_Event.Lock();
ASSERT( m_State == RENDERING_ACTIVE );
m_State = RENDERING_END;
m_Event.Signal();
while( m_State != RENDERING_IDLE )
m_Event.Wait();
m_Event.Unlock();
DISPLAY->EndConcurrentRenderingMainThread();
}
void ConcurrentRenderer::RenderThread()
{
ASSERT( SCREENMAN != NULL );
while( !m_bShutdown )
{
m_Event.Lock();
while( m_State == RENDERING_IDLE && !m_bShutdown )
m_Event.Wait();
m_Event.Unlock();
if( m_State == RENDERING_START )
{
/* We're starting to render. Set up, and then kick the event to wake
* up the calling thread. */
DISPLAY->BeginConcurrentRendering();
HOOKS->SetupConcurrentRenderingThread();
LOG->Trace( "ConcurrentRenderer::RenderThread start" );
m_Event.Lock();
m_State = RENDERING_ACTIVE;
m_Event.Signal();
m_Event.Unlock();
}
/* This is started during Update(). The next thing the game loop
* will do is Draw, so shift operations around to put Draw at the
* top. This makes sure updates are seamless. */
if( m_State == RENDERING_ACTIVE )
{
SCREENMAN->Draw();
float fDeltaTime = g_GameplayTimer.GetDeltaTime();
SCREENMAN->Update( fDeltaTime );
}
if( m_State == RENDERING_END )
{
LOG->Trace( "ConcurrentRenderer::RenderThread done" );
DISPLAY->EndConcurrentRendering();
m_Event.Lock();
m_State = RENDERING_IDLE;
m_Event.Signal();
m_Event.Unlock();
}
}
}
int ConcurrentRenderer::StartRenderThread( void *p )
{
((ConcurrentRenderer *) p)->RenderThread();
return 0;
}
void GameLoop::StartConcurrentRendering()
{
if( g_pConcurrentRenderer == NULL )
g_pConcurrentRenderer = new ConcurrentRenderer;
g_pConcurrentRenderer->Start();
}
void GameLoop::FinishConcurrentRendering()
{
g_pConcurrentRenderer->Stop();
}
/*
* (c) 2001-2005 Chris Danford, Glenn Maynard
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/