147 lines
4.6 KiB
C++
147 lines
4.6 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 "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 "StepMania.h"
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static bool g_bQuitting = false;
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static RageTimer g_GameplayTimer;
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void ExitGame()
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{
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g_bQuitting = true;
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}
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void HandleInputEvents( float fDeltaTime );
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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 sustained this
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* for at least one second), we expect the amount of time for the last frame to be 1/FPS. */
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if( iThisFPS != DISPLAY->GetVideoModeParams().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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void GameLoop()
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{
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while( !g_bQuitting )
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{
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/*
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* Update
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*/
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float fDeltaTime = g_GameplayTimer.GetDeltaTime();
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if( PREFSMAN->m_fConstantUpdateDeltaSeconds > 0 )
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fDeltaTime = PREFSMAN->m_fConstantUpdateDeltaSeconds;
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CheckGameLoopTimerSkips( fDeltaTime );
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if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_TAB) ) ) {
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if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_ACCENT) ) )
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fDeltaTime = 0; /* both; stop time */
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else
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fDeltaTime *= 4;
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}
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else if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_ACCENT) ) )
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{
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fDeltaTime /= 4;
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}
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/* Update SOUNDMAN early (before any RageSound::GetPosition calls), to flush position data. */
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SOUNDMAN->Update( fDeltaTime );
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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( fDeltaTime );
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NSMAN->Update( fDeltaTime );
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/* Important: Process input AFTER updating game logic, or input will be acting on song beat from last frame */
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HandleInputEvents( fDeltaTime );
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LIGHTSMAN->Update( fDeltaTime );
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HOOKS->Update( fDeltaTime );
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/*
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* Render
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*/
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SCREENMAN->Draw();
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/* If we don't have focus, give up lots of CPU. */
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// XXX: do this in DISPLAY EndFrame?
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if( !AppHasFocus() )
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usleep( 10000 );// give some time to other processes and threads
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#if defined(_WINDOWS)
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/* In Windows, we want to give up some CPU for other threads. Most OS's do
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* this more intelligently. */
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else
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usleep( 1000 ); // give some time to other processes and threads
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#endif
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}
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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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