0792db752a
merging with the main branch.
376 lines
9.5 KiB
C++
376 lines
9.5 KiB
C++
#include "global.h"
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#include "GameLoop.h"
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#include "RageLog.h"
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#include "RageTextureManager.h"
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#include "RageSoundManager.h"
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#include "PrefsManager.h"
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#include "RageDisplay.h"
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#include "arch/ArchHooks/ArchHooks.h"
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#include "GameSoundManager.h"
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#include "ThemeManager.h"
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#include "SongManager.h"
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#include "GameState.h"
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#include "MemoryCardManager.h"
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#include "ScreenManager.h"
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#include "InputFilter.h"
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#include "InputMapper.h"
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#include "RageFileManager.h"
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#include "LightsManager.h"
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#include "NetworkSyncManager.h"
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#include "RageTimer.h"
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#include "RageInput.h"
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static RageTimer g_GameplayTimer;
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static Preference<bool> g_bNeverBoostAppPriority( "NeverBoostAppPriority", false );
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/* experimental: force a specific update rate. This prevents big animation
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* jumps on frame skips. 0 to disable. */
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static Preference<float> g_fConstantUpdateDeltaSeconds( "ConstantUpdateDeltaSeconds", 0 );
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void HandleInputEvents( float fDeltaTime );
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static float g_fUpdateRate = 1;
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void GameLoop::SetUpdateRate( float fUpdateRate )
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{
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g_fUpdateRate = fUpdateRate;
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}
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static void CheckGameLoopTimerSkips( float fDeltaTime )
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{
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if( !PREFSMAN->m_bLogSkips )
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return;
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static int iLastFPS = 0;
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int iThisFPS = DISPLAY->GetFPS();
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/* If vsync is on, and we have a solid framerate (vsync == refresh and we've
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* sustained this for at least one second), we expect the amount of time for
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* the last frame to be 1/FPS. */
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if( iThisFPS != DISPLAY->GetActualVideoModeParams().rate || iThisFPS != iLastFPS )
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{
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iLastFPS = iThisFPS;
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return;
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}
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const float fExpectedTime = 1.0f / iThisFPS;
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const float fDifference = fDeltaTime - fExpectedTime;
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if( fabsf(fDifference) > 0.002f && fabsf(fDifference) < 0.100f )
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LOG->Trace( "GameLoop timer skip: %i FPS, expected %.3f, got %.3f (%.3f difference)",
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iThisFPS, fExpectedTime, fDeltaTime, fDifference );
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}
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static bool ChangeAppPri()
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{
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if( g_bNeverBoostAppPriority.Get() )
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return false;
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// if using NTPAD don't boost or else input is laggy
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#if defined(_WINDOWS)
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{
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vector<InputDeviceInfo> vDevices;
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// This can get called before INPUTMAN is constructed.
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if( INPUTMAN )
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{
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INPUTMAN->GetDevicesAndDescriptions(vDevices);
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FOREACH_CONST( InputDeviceInfo, vDevices, d )
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{
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if( d->sDesc.find("NTPAD") != string::npos )
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{
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LOG->Trace( "Using NTPAD. Don't boost priority." );
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return false;
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}
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}
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}
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}
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#endif
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// If this is a debug build, don't. It makes the VC debugger sluggish.
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#if defined(WIN32) && defined(DEBUG)
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return false;
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#else
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return true;
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#endif
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}
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static void CheckFocus()
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{
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if( !HOOKS->AppFocusChanged() )
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return;
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// If we lose focus, we may lose input events, especially key releases.
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INPUTFILTER->Reset();
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if( ChangeAppPri() )
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{
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if( HOOKS->AppHasFocus() )
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HOOKS->BoostPriority();
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else
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HOOKS->UnBoostPriority();
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}
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}
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// On the next update, change themes, and load sNewScreen.
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static RString g_sNewTheme;
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static RString g_sNewScreen;
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static bool g_bForceThemeReload;
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void GameLoop::ChangeTheme( const RString &sNewTheme, const RString &sNewScreen, bool bForced )
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{
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g_sNewTheme = sNewTheme;
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g_sNewScreen = sNewScreen;
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g_bForceThemeReload = bForced;
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}
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#include "StepMania.h" // XXX
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namespace
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{
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void DoChangeTheme()
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{
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SAFE_DELETE( SCREENMAN );
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TEXTUREMAN->DoDelayedDelete();
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// In case the previous theme overloaded class bindings, reinitialize them.
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LUA->RegisterTypes();
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THEME->SwitchThemeAndLanguage( g_sNewTheme, THEME->GetCurLanguage(), PREFSMAN->m_bPseudoLocalize, g_bForceThemeReload );
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PREFSMAN->m_sTheme.Set( g_sNewTheme );
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// Apply the new window title, icon and aspect ratio.
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StepMania::ApplyGraphicOptions();
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SCREENMAN = new ScreenManager();
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StepMania::ResetGame();
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SCREENMAN->ThemeChanged();
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SCREENMAN->SetNewScreen( g_sNewScreen );
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g_sNewTheme = RString();
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g_sNewScreen = RString();
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}
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}
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void GameLoop::RunGameLoop()
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{
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/* People may want to do something else while songs are loading, so do
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* this after loading songs. */
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if( ChangeAppPri() )
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HOOKS->BoostPriority();
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while( !ArchHooks::UserQuit() )
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{
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if( !g_sNewTheme.empty() )
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DoChangeTheme();
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// Update
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float fDeltaTime = g_GameplayTimer.GetDeltaTime();
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if( g_fConstantUpdateDeltaSeconds > 0 )
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fDeltaTime = g_fConstantUpdateDeltaSeconds;
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CheckGameLoopTimerSkips( fDeltaTime );
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fDeltaTime *= g_fUpdateRate;
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CheckFocus();
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// Update SOUNDMAN early (before any RageSound::GetPosition calls), to flush position data.
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SOUNDMAN->Update();
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/* Update song beat information -before- calling update on all the classes that
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* depend on it. If you don't do this first, the classes are all acting on old
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* information and will lag. (but no longer fatally, due to timestamping -glenn) */
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SOUND->Update( fDeltaTime );
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TEXTUREMAN->Update( fDeltaTime );
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GAMESTATE->Update( fDeltaTime );
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SCREENMAN->Update( fDeltaTime );
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MEMCARDMAN->Update();
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NSMAN->Update( fDeltaTime );
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/* Important: Process input AFTER updating game logic, or input will be
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* acting on song beat from last frame */
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HandleInputEvents( fDeltaTime );
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if( INPUTMAN->DevicesChanged() )
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{
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INPUTFILTER->Reset(); // fix "buttons stuck" if button held while unplugged
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INPUTMAN->LoadDrivers();
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RString sMessage;
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if( INPUTMAPPER->CheckForChangedInputDevicesAndRemap(sMessage) )
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SCREENMAN->SystemMessage( sMessage );
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}
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LIGHTSMAN->Update( fDeltaTime );
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// Render
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SCREENMAN->Draw();
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}
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// If we ended mid-game, finish up.
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GAMESTATE->SaveLocalData();
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if( ChangeAppPri() )
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HOOKS->UnBoostPriority();
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}
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class ConcurrentRenderer
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{
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public:
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ConcurrentRenderer();
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~ConcurrentRenderer();
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void Start();
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void Stop();
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private:
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RageThread m_Thread;
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RageEvent m_Event;
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bool m_bShutdown;
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void RenderThread();
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static int StartRenderThread( void *p );
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enum State { RENDERING_IDLE, RENDERING_START, RENDERING_ACTIVE, RENDERING_END };
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State m_State;
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};
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static ConcurrentRenderer *g_pConcurrentRenderer = NULL;
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ConcurrentRenderer::ConcurrentRenderer():
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m_Event("ConcurrentRenderer")
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{
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m_bShutdown = false;
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m_State = RENDERING_IDLE;
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m_Thread.SetName( "ConcurrentRenderer" );
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m_Thread.Create( StartRenderThread, this );
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}
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ConcurrentRenderer::~ConcurrentRenderer()
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{
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ASSERT( m_State == RENDERING_IDLE );
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m_bShutdown = true;
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m_Thread.Wait();
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}
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void ConcurrentRenderer::Start()
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{
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DISPLAY->BeginConcurrentRenderingMainThread();
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m_Event.Lock();
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ASSERT( m_State == RENDERING_IDLE );
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m_State = RENDERING_START;
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m_Event.Signal();
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while( m_State != RENDERING_ACTIVE )
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m_Event.Wait();
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m_Event.Unlock();
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}
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void ConcurrentRenderer::Stop()
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{
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m_Event.Lock();
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ASSERT( m_State == RENDERING_ACTIVE );
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m_State = RENDERING_END;
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m_Event.Signal();
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while( m_State != RENDERING_IDLE )
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m_Event.Wait();
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m_Event.Unlock();
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DISPLAY->EndConcurrentRenderingMainThread();
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}
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void ConcurrentRenderer::RenderThread()
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{
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ASSERT( SCREENMAN != NULL );
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while( !m_bShutdown )
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{
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m_Event.Lock();
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while( m_State == RENDERING_IDLE && !m_bShutdown )
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m_Event.Wait();
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m_Event.Unlock();
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if( m_State == RENDERING_START )
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{
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/* We're starting to render. Set up, and then kick the event to wake
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* up the calling thread. */
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DISPLAY->BeginConcurrentRendering();
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HOOKS->SetupConcurrentRenderingThread();
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LOG->Trace( "ConcurrentRenderer::RenderThread start" );
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m_Event.Lock();
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m_State = RENDERING_ACTIVE;
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m_Event.Signal();
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m_Event.Unlock();
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}
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/* This is started during Update(). The next thing the game loop
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* will do is Draw, so shift operations around to put Draw at the
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* top. This makes sure updates are seamless. */
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if( m_State == RENDERING_ACTIVE )
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{
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SCREENMAN->Draw();
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float fDeltaTime = g_GameplayTimer.GetDeltaTime();
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SCREENMAN->Update( fDeltaTime );
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}
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if( m_State == RENDERING_END )
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{
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LOG->Trace( "ConcurrentRenderer::RenderThread done" );
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DISPLAY->EndConcurrentRendering();
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m_Event.Lock();
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m_State = RENDERING_IDLE;
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m_Event.Signal();
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m_Event.Unlock();
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}
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}
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}
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int ConcurrentRenderer::StartRenderThread( void *p )
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{
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((ConcurrentRenderer *) p)->RenderThread();
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return 0;
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}
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void GameLoop::StartConcurrentRendering()
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{
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if( g_pConcurrentRenderer == NULL )
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g_pConcurrentRenderer = new ConcurrentRenderer;
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g_pConcurrentRenderer->Start();
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}
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void GameLoop::FinishConcurrentRendering()
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{
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g_pConcurrentRenderer->Stop();
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}
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/*
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* (c) 2001-2005 Chris Danford, Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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