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0ad/source/main.cpp

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#include "precompiled.h"
#include <cstdio>
#include <cstring>
#include <cstdlib>
#include <cmath>
// Alan: For some reason if this gets included after anything else some
// compile time errors get thrown up todo with javascript internal typedefs
#include "scripting/ScriptingHost.h"
#include "sdl.h"
#include "ogl.h"
#include "detect.h"
#include "timer.h"
#include "input.h"
#include "lib.h"
#include "res/res.h"
#include "res/file.h"
#ifdef _M_IX86
#include "sysdep/ia32.h"
#endif
#include "ps/CConsole.h"
#include "Config.h"
#include "MapReader.h"
#include "Terrain.h"
#include "TextureManager.h"
#include "ObjectManager.h"
#include "SkeletonAnimManager.h"
#include "Renderer.h"
#include "Model.h"
#include "UnitManager.h"
#include "BaseEntityCollection.h"
#include "Entity.h"
#include "EntityHandles.h"
#include "EntityManager.h"
#include "PathfindEngine.h"
#include "scripting/JSInterface_Entity.h"
#include "scripting/JSInterface_BaseEntity.h"
#include "scripting/JSInterface_Vector3D.h"
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#include "gui/scripting/JSInterface_IGUIObject.h"
#include "gui/scripting/JSInterface_GUITypes.h"
#include "ConfigDB.h"
#include "CLogger.h"
#ifndef NO_GUI
#include "gui/GUI.h"
#endif
#include "NPFontManager.h"
CConsole* g_Console = 0;
extern int conInputHandler(const SDL_Event* ev);
u32 game_ticks;
bool keys[SDLK_LAST];
bool mouseButtons[5];
// Globals
int g_xres, g_yres;
int g_bpp;
int g_freq;
// flag to disable extended GL extensions until fix found - specifically, crashes
// using VBOs on laptop Radeon cards
static bool g_NoGLVBO=false;
// flag to switch on shadows
static bool g_Shadows=false;
// flag to switch off pbuffers
static bool g_NoPBuffer=true;
// flag to switch on fixed frame timing (RC: I'm using this for profiling purposes)
static bool g_FixedFrameTiming=false;
static bool g_VSync = false;
static bool g_EntGraph = false;
static float g_Gamma = 1.0f;
// mapfile to load or null for no map (and to use default terrain)
static const char* g_MapFile=0;
static Handle g_Font_Console; // for the console
static Handle g_Font_Misc; // random font for miscellaneous things
extern CCamera g_Camera;
extern void terr_init();
extern void terr_update(float time);
extern int terr_handler(const SDL_Event* ev);
extern int allow_reload();
extern int dir_add_watch(const char* const dir, bool watch_subdirs);
void Testing (void)
{
g_Console->InsertMessage(L"Testing Function Registration");
}
void TestingUnicode (void)
{
// This looks really broken in my IDE's font
g_Console->InsertMessage(L" Ai! lauri� lantar lassi s�rinen,");
g_Console->InsertMessage(L" y�ni �n�tim� ve r�mar aldaron!");
g_Console->InsertMessage(L" Y�ni ve lint� yuldar av�nier");
g_Console->InsertMessage(L" mi oromardi liss�-miruv�reva");
g_Console->InsertMessage(L" And�n� pella, Vardo tellumar");
g_Console->InsertMessage(L" nu luini yassen tintilar i eleni");
g_Console->InsertMessage(L" �maryo airet�ri-l�rinen.");
}
static int write_sys_info()
{
get_gfx_info();
struct utsname un;
uname(&un);
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FILE* const f = fopen("../logs/system_info.txt", "w");
if(!f)
return -1;
// .. OS
fprintf(f, "%s %s (%s)\n", un.sysname, un.release, un.version);
// .. CPU
fprintf(f, "%s, %s", un.machine, cpu_type);
if(cpus > 1)
fprintf(f, " (x%d)", cpus);
if(cpu_freq != 0.0f)
{
if(cpu_freq < 1e9)
fprintf(f, ", %.2f MHz\n", cpu_freq*1e-6);
else
fprintf(f, ", %.2f GHz\n", cpu_freq*1e-9);
}
else
fprintf(f, "\n");
// .. memory
fprintf(f, "%lu MB RAM; %lu MB free\n", tot_mem/MB, avl_mem/MB);
// .. graphics card
fprintf(f, "%s\n", gfx_card);
fprintf(f, "%s\n", gfx_drv_ver);
fprintf(f, "%dx%d:%d@%d\n", g_xres, g_yres, g_bpp, g_freq);
// .. network name / ips
char hostname[100]; // possibly nodename != hostname
if (gethostname(hostname, sizeof(hostname)) == 0) // make sure it succeeded
{
fprintf(f, "%s\n", hostname);
hostent* host = gethostbyname(hostname);
if(host)
{
struct in_addr** ips = (struct in_addr**)host->h_addr_list;
for(int i = 0; ips && ips[i]; i++)
fprintf(f, "%s ", inet_ntoa(*ips[i]));
fprintf(f, "\n");
}
}
fclose(f);
return 0;
}
// error before GUI is initialized: display message, and quit
// TODO: localization
static void display_startup_error(const wchar_t* msg)
{
const wchar_t* caption = L"0ad startup problem";
write_sys_info();
wdisplay_msg(caption, msg);
exit(1);
}
// error before GUI is initialized: display message, and quit
// TODO: localization
static void display_startup_error(const char* msg)
{
const char* caption = "0ad startup problem";
write_sys_info();
display_msg(caption, msg);
exit(1);
}
static int set_vmode(int w, int h, int bpp, bool fullscreen)
{
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
if(!SDL_SetVideoMode(w, h, bpp, SDL_OPENGL|(fullscreen?SDL_FULLSCREEN:0)))
return -1;
glViewport(0, 0, w, h);
#ifndef NO_GUI
g_GUI.UpdateResolution();
#endif
oglInit(); // required after each mode change
return 0;
}
static void WriteScreenshot()
{
// determine next screenshot number.
//
// current approach: increment number until that file doesn't yet exist.
// this is fairly slow, but it's typically only done once, since the last
// number is cached. binary search shouldn't be necessary.
//
// known bug: after program restart, holes in the number series are
// filled first. example: add 1st and 2nd; [exit] delete 1st; [restart]
// add 3rd -> it gets number 1, not 3.
// could fix via enumerating all files, but it's not worth it ATM.
char fn[VFS_MAX_PATH];
static int next_num = 1;
do
sprintf(fn, "screenshots/screenshot%04d.png", next_num++);
while(vfs_exists(fn));
const int w = g_xres, h = g_yres;
const int bpp = 24;
const size_t size = w * h * bpp;
void* img = mem_alloc(size);
glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, img);
if(tex_write(fn, w, h, bpp, 0, img) < 0)
debug_warn("WriteScreenshot: tex_write failed");
mem_free(img);
}
bool active = true;
static bool quit = false; // break out of main loop
// HACK: Let code from other files (i.e. the scripting system) quit
void kill_mainloop()
{
quit = true;
}
static int handler(const SDL_Event* ev)
{
int c;
switch(ev->type)
{
case SDL_ACTIVEEVENT:
active = ev->active.gain != 0;
break;
case SDL_KEYDOWN:
c = ev->key.keysym.sym;
keys[c] = true;
switch(c)
{
case SDLK_ESCAPE:
quit = true;
break;
case SDLK_PRINT:
WriteScreenshot();
break;
}
break;
case SDL_KEYUP:
c = ev->key.keysym.sym;
keys[c] = false;
break;
case SDL_MOUSEBUTTONDOWN:
c = ev->button.button;
if( c < 5 )
mouseButtons[c] = true;
else
debug_warn("SDL mouse button defs changed; fix mouseButton array def");
break;
case SDL_MOUSEBUTTONUP:
c = ev->button.button;
if( c < 5 )
mouseButtons[c] = false;
else
debug_warn("SDL mouse button defs changed; fix mouseButton array def");
break;
}
return EV_PASS;
}
//////////////////////////////////////////////////////////////////////////////////////////////////
// RenderTerrain: iterate through all terrain patches and submit all patches in viewing frustum to
// the renderer
void RenderTerrain()
{
CFrustum frustum=g_Camera.GetFustum();
u32 patchesPerSide=g_Terrain.GetPatchesPerSide();
for (uint j=0; j<patchesPerSide; j++) {
for (uint i=0; i<patchesPerSide; i++) {
CPatch* patch=g_Terrain.GetPatch(i,j);
if (frustum.IsBoxVisible (CVector3D(0,0,0),patch->GetBounds())) {
g_Renderer.Submit(patch);
}
}
}
}
//////////////////////////////////////////////////////////////////////////////////////////////////
// SubmitModelRecursive: recurse down given model, submitting it and all its descendents to the
// renderer
void SubmitModelRecursive(CModel* model)
{
g_Renderer.Submit(model);
const std::vector<CModel::Prop>& props=model->GetProps();
for (uint i=0;i<props.size();i++) {
SubmitModelRecursive(props[i].m_Model);
}
}
//////////////////////////////////////////////////////////////////////////////////////////////////
// RenderModels: iterate through model list and submit all models in viewing frustum to the
// Renderer
void RenderModels()
{
CFrustum frustum=g_Camera.GetFustum();
const std::vector<CUnit*>& units=g_UnitMan.GetUnits();
for (uint i=0;i<units.size();++i) {
if (frustum.IsBoxVisible(CVector3D(0,0,0),units[i]->GetModel()->GetBounds())) {
SubmitModelRecursive(units[i]->GetModel());
}
}
}
/////////////////////////////////////////////////////////////////////////////////////////////
// RenderNoCull: render absolutely everything to a blank frame to force renderer
// to load required assets
void RenderNoCull()
{
g_Renderer.BeginFrame();
g_Renderer.SetCamera(g_Camera);
uint i,j;
const std::vector<CUnit*>& units=g_UnitMan.GetUnits();
for (i=0;i<units.size();++i) {
SubmitModelRecursive(units[i]->GetModel());
}
u32 patchesPerSide=g_Terrain.GetPatchesPerSide();
for (j=0; j<patchesPerSide; j++) {
for (i=0; i<patchesPerSide; i++) {
CPatch* patch=g_Terrain.GetPatch(i,j);
g_Renderer.Submit(patch);
}
}
g_Renderer.FlushFrame();
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
g_Renderer.EndFrame();
}
static void Render()
{
// start new frame
g_Renderer.BeginFrame();
g_Renderer.SetCamera(g_Camera);
// switch on wireframe for terrain if we want it
//g_Renderer.SetTerrainRenderMode( SOLID ); // (PT: If this is done here, the W key doesn't work)
RenderTerrain();
RenderModels();
g_Renderer.FlushFrame();
if( g_EntGraph )
{
glPushAttrib( GL_ENABLE_BIT );
glDisable( GL_LIGHTING );
glDisable( GL_TEXTURE_2D );
glDisable( GL_DEPTH_TEST );
glColor3f( 1.0f, 0.0f, 1.0f );
g_EntityManager.renderAll(); // <-- collision outlines, pathing routes
glPopAttrib();
}
// overlay mode
glPushAttrib(GL_ENABLE_BIT);
glEnable(GL_TEXTURE_2D);
glDisable(GL_CULL_FACE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0.f, (float)g_xres, 0.f, (float)g_yres, -1.f, 1000.f);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
// Use the GL_ALPHA texture as the alpha channel with a flat colouring
glDisable(GL_ALPHA_TEST);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
unifont_bind(g_Font_Misc);
glColor4f(1.0f, 0.8f, 0.0f, 1.0f);
glLoadIdentity();
glTranslatef(10.0f, 10.0f, 0.0f);
glwprintf( L"%d FPS", fps);
#ifndef NO_GUI
// Temp GUI message GeeTODO
glLoadIdentity();
glTranslatef(10, 60, 0);
glwprintf( L"%hs", g_GUI.TEMPmessage.c_str() );
glLoadIdentity();
g_GUI.Draw();
#endif
unifont_bind(g_Font_Console);
glLoadIdentity();
g_Console->Render();
// restore
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glPopAttrib();
g_Renderer.EndFrame();
}
static void do_tick()
{
}
//////////////////////////////////////////////////////////////////////////////////////////////
// UpdateWorld: update time dependent data in the world to account for changes over
// the given time (in s)
void UpdateWorld(float time)
{
const std::vector<CUnit*>& units=g_UnitMan.GetUnits();
for (uint i=0;i<units.size();++i) {
units[i]->GetModel()->Update(time);
}
g_EntityManager.updateAll( time );
}
void ParseArgs(int argc, char* argv[])
{
for (int i=1;i<argc;i++) {
if (argv[i][0]=='-') {
switch (argv[i][1]) {
case 'm':
if (argv[i][2]=='=') {
g_MapFile=argv[i]+3;
}
break;
case 'g':
if( argv[i][2] == '=' )
{
g_Gamma = (float)atof( argv[i] + 3 );
if( g_Gamma == 0.0f ) g_Gamma = 1.0f;
}
break;
case 'e':
g_EntGraph = true; break;
case 'v':
g_ConfigDB.CreateValue(CFG_SYSTEM, "vsync")
->m_String="true";
break;
case 'n':
if (strncmp(argv[i]+1,"novbo",5)==0) {
g_ConfigDB.CreateValue(CFG_SYSTEM, "novbo")
->m_String="true";
}
else if (strncmp(argv[i]+1,"nopbuffer",9)==0) {
g_NoPBuffer=true;
}
break;
case 'f':
if (strncmp(argv[i]+1,"fixedframe",10)==0) {
g_FixedFrameTiming=true;
}
break;
case 's':
if (strncmp(argv[i]+1,"shadows",7)==0) {
g_ConfigDB.CreateValue(CFG_SYSTEM, "shadows")
->m_String="true";
}
break;
case 'x':
if (strncmp(argv[i], "-xres=", 6)==0) {
g_ConfigDB.CreateValue(CFG_SYSTEM, "xres")
->m_String=argv[i]+6;
}
break;
case 'y':
if (strncmp(argv[i], "-yres=", 6)==0) {
g_ConfigDB.CreateValue(CFG_SYSTEM, "yres")
->m_String=argv[i]+6;
}
break;
case 'c':
if (strcmp(argv[i], "-conf") == 0) {
if (argc-i >= 1) // At least one arg left
{
i++;
char *arg=argv[i];
char *equ=strchr(arg, '=');
if (equ)
{
*equ=0;
g_ConfigDB.CreateValue(CFG_SYSTEM, arg)
->m_String=(equ+1);
}
}
}
break;
}
}
}
CConfigValue *val;
if (val=g_ConfigDB.GetValue(CFG_SYSTEM, "xres"))
val->GetInt(g_xres);
if (val=g_ConfigDB.GetValue(CFG_SYSTEM, "yres"))
val->GetInt(g_yres);
if (val=g_ConfigDB.GetValue(CFG_SYSTEM, "vsync"))
val->GetBool(g_VSync);
if (val=g_ConfigDB.GetValue(CFG_SYSTEM, "novbo"))
val->GetBool(g_NoGLVBO);
if (val=g_ConfigDB.GetValue(CFG_SYSTEM, "shadows"))
val->GetBool(g_Shadows);
LOG(NORMAL, "g_x/yres is %dx%d", g_xres, g_yres);
}
static void psInit()
{
g_Font_Console = unifont_load("fonts/console");
g_Font_Misc = unifont_load("fonts/verdana16");
g_Console->SetSize(0, g_yres-600.f, (float)g_xres, 600.f);
g_Console->m_iFontHeight = unifont_linespacing(g_Font_Console);
g_Console->m_iFontOffset = 9;
#ifndef NO_GUI
// GUI uses VFS, so this must come after VFS init.
g_GUI.Initialize();
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g_GUI.LoadXMLFile("gui/test/styles.xml");
g_GUI.LoadXMLFile("gui/test/hello.xml");
g_GUI.LoadXMLFile("gui/test/sprite1.xml");
#endif
}
static void psShutdown()
{
#ifndef NO_GUI
g_GUI.Destroy();
delete &g_GUI;
#endif
delete g_Console;
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// close down Xerces if it was loaded
CXeromyces::Terminate();
}
extern u64 PREVTSC;
int main(int argc, char* argv[])
{
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// If you ever want to catch a particular allocation:
//_CrtSetBreakAlloc(4128);
#ifdef _MSC_VER
u64 TSC=rdtsc();
debug_out(
"----------------------------------------\n"\
"MAIN (elapsed = %f ms)\n"\
"----------------------------------------\n", (TSC-PREVTSC)/2e9*1e3);
PREVTSC=TSC;
#endif
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const int ERR_MSG_SIZE = 1000;
wchar_t err_msg[ERR_MSG_SIZE];
lib_init();
// set 24 bit (float) FPU precision for faster divides / sqrts
#ifdef _M_IX86
_control87(_PC_24, _MCW_PC);
#endif
// Set up the console early, so that debugging
// messages can be logged to it. (The console's size
// and fonts are set later in psInit())
g_Console = new CConsole();
// Create the scripting host. This needs to be done before the GUI is created.
new ScriptingHost;
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// Register the JavaScript interfaces with the runtime
JSI_Entity::init();
JSI_BaseEntity::init();
JSI_IGUIObject::init();
JSI_GUITypes::init();
JSI_Vector3D::init();
detect();
// init SDL
if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_NOPARACHUTE) < 0)
{
swprintf(err_msg, ERR_MSG_SIZE, L"SDL library initialization failed: %hs\n", SDL_GetError());
display_startup_error(err_msg);
}
atexit(SDL_Quit);
SDL_EnableUNICODE(1);
// preferred video mode = current desktop settings
// (command line params may override these)
get_cur_vmode(&g_xres, &g_yres, &g_bpp, &g_freq);
// set current directory to "$game_dir/data".
// this is necessary because it is otherwise unknown,
// especially if run from a shortcut / symlink.
//
// "../data" is relative to the executable (in "$game_dir/system").
//
// rationale for data/ being root: untrusted scripts must not be
// allowed to overwrite critical game (or worse, OS) files.
// the VFS prevents any accesses to files above this directory.
int err = file_rel_chdir(argv[0], "../data");
if(err < 0)
{
swprintf(err_msg, ERR_MSG_SIZE, L"error setting current directory.\n"\
L"argv[0] is probably incorrect. please start the game via command-line.");
display_startup_error(err_msg);
}
new CConfigDB;
g_ConfigDB.SetConfigFile(CFG_SYSTEM, false, "config/system.cfg");
g_ConfigDB.Reload(CFG_SYSTEM);
g_ConfigDB.SetConfigFile(CFG_MOD, true, "config/mod.cfg");
// No point in reloading mod.cfg here - we haven't mounted mods yet
g_ConfigDB.SetConfigFile(CFG_USER, true, "config/user.cfg");
// Same thing here; we haven't even started up yet - this will wait until
// the profile dir is VFS mounted (or we will do a new SetConfigFile with
// a generated profile path)
ParseArgs(argc, argv);
//g_xres = 800;
//g_yres = 600;
// GUI is notified in set_vmode, so this must come before that.
#ifndef NO_GUI
new CGUI;
#endif
CConfigValue *val=g_ConfigDB.GetValue(CFG_SYSTEM, "windowed");
bool windowed=false;
if (val) val->GetBool(windowed);
if(set_vmode(g_xres, g_yres, 32, !windowed) < 0)
{
swprintf(err_msg, ERR_MSG_SIZE, L"could not set %dx%d graphics mode: %hs\n", g_xres, g_yres, SDL_GetError());
display_startup_error(err_msg);
}
write_sys_info();
if(!oglExtAvail("GL_ARB_multitexture") || !oglExtAvail("GL_ARB_texture_env_combine"))
display_startup_error(L"required ARB_multitexture or ARB_texture_env_combine extension not available");
// enable/disable VSync
// note: "GL_EXT_SWAP_CONTROL" is "historical" according to dox.
if(oglExtAvail("WGL_EXT_swap_control"))
wglSwapIntervalEXT(g_VSync? 1 : 0);
if(SDL_SetGamma(g_Gamma, g_Gamma, g_Gamma) < 0)
{
debug_warn("SDL_SetGamma failed");
}
vfs_mount("", "mods/official", 0);
vfs_mount("screenshots", "screenshots", 0);
#ifdef _MSC_VER
u64 CURTSC=rdtsc();
debug_out(
"----------------------------------------\n"\
"VFS ready (elapsed = %f ms)\n"\
"----------------------------------------\n", (CURTSC-PREVTSC)/2e9*1e3);
PREVTSC=CURTSC;
#endif
psInit();
// create renderer
new CRenderer;
// set renderer options from command line options - NOVBO must be set before opening the renderer
g_Renderer.SetOptionBool(CRenderer::OPT_NOVBO,g_NoGLVBO);
g_Renderer.SetOptionBool(CRenderer::OPT_SHADOWS,g_Shadows);
g_Renderer.SetOptionBool(CRenderer::OPT_NOPBUFFER,g_NoPBuffer);
// create terrain related stuff
new CTextureManager;
// create actor related stuff
new CSkeletonAnimManager;
new CObjectManager;
new CUnitManager;
g_Renderer.Open(g_xres,g_yres,g_bpp);
// terr_init loads a bunch of resources as well as setting up the terrain
terr_init();
// This needs to be done after the renderer has loaded all its actors...
new CBaseEntityCollection;
new CEntityManager;
new CPathfindEngine;
g_EntityTemplateCollection.loadTemplates();
// if no map name specified, load test01.pmp (for convenience during
// development. that means loading no map at all is currently impossible.
// is that a problem?
if(!g_MapFile)
g_MapFile = "test01.pmp";
// load a map if we were given one
if (g_MapFile) {
CStr mapfilename("mods/official/maps/scenarios/");
mapfilename+=g_MapFile;
try {
CMapReader reader;
reader.LoadMap(mapfilename);
} catch (...) {
char errmsg[256];
sprintf(errmsg, "Failed to load map %s\n", mapfilename.c_str());
display_startup_error(errmsg);
}
}
// Initialize entities
CMessage init_msg (CMessage::EMSG_INIT);
g_EntityManager.dispatchAll(&init_msg);
#ifndef NO_GUI
in_add_handler(gui_handler);
#endif
in_add_handler(handler);
in_add_handler(terr_handler);
in_add_handler(conInputHandler);
// render everything to a blank frame to force renderer to load everything
RenderNoCull();
size_t frameCount=0;
if (g_FixedFrameTiming) {
#if 0 // TOPDOWN
g_Camera.SetProjection(1.0f,10000.0f,DEGTORAD(90));
g_Camera.m_Orientation.SetIdentity();
g_Camera.m_Orientation.RotateX(DEGTORAD(90));
g_Camera.m_Orientation.Translate(CELL_SIZE*250*0.5, 250, CELL_SIZE*250*0.5);
#else // std view
g_Camera.SetProjection(1.0f,10000.0f,DEGTORAD(20));
g_Camera.m_Orientation.SetXRotation(DEGTORAD(30));
g_Camera.m_Orientation.RotateY(DEGTORAD(-45));
g_Camera.m_Orientation.Translate(350, 350, -275);
#endif
g_Camera.UpdateFrustum();
}
g_Console->RegisterFunc(Testing, L"Testing");
{
wchar_t t[] = { 'T',0xE9,'s','t','i','n','g' , 0 };
g_Console->RegisterFunc(TestingUnicode, t);
}
#ifdef _MSC_VER
{
u64 CURTSC=rdtsc();
debug_out(
"----------------------------------------\n"\
"READY (elapsed = %f ms)\n"\
"----------------------------------------\n", (CURTSC-PREVTSC)/2e9*1e3);
PREVTSC=CURTSC;
}
#endif
// fixed timestep main loop
const double TICK_TIME = 30e-3; // [s]
double time0 = get_time();
while(!quit)
{
res_reload_changed_files();
// TODO: limiter in case simulation can't keep up?
#if 0
double time1 = get_time();
while((time1-time0) > TICK_TIME)
{
game_ticks++;
in_get_events();
do_tick();
time0 += TICK_TIME;
}
#endif
double time1 = get_time();
// ugly, but necessary. these are one-shot events, have to be reset.
mouseButtons[SDL_BUTTON_WHEELUP] = false;
mouseButtons[SDL_BUTTON_WHEELDOWN] = false;
in_get_events();
float TimeSinceLastFrame = (float)(time1-time0);
assert(TimeSinceLastFrame >= 0.0f);
if(TimeSinceLastFrame > 0.0f)
{
UpdateWorld(TimeSinceLastFrame);
if (!g_FixedFrameTiming)
terr_update(float(TimeSinceLastFrame));
g_Console->Update(TimeSinceLastFrame);
}
if(active)
{
Render();
SDL_GL_SwapBuffers();
}
// inactive; relinquish CPU for a little while
// don't use SDL_WaitEvent: don't want the main loop to freeze until app focus is restored
else
SDL_Delay(10);
calc_fps();
time0=time1;
frameCount++;
if (g_FixedFrameTiming && frameCount==100) quit=true;
} // main loop, while(!quit)
2004-07-08 17:22:09 +02:00
psShutdown(); // Must delete g_GUI before g_ScriptingHost
delete &g_ScriptingHost;
delete &g_Pathfinder;
delete &g_EntityManager;
delete &g_EntityTemplateCollection;
// destroy actor related stuff
delete &g_UnitMan;
delete &g_ObjMan;
delete &g_SkelAnimMan;
// destroy terrain related stuff
delete &g_TexMan;
// destroy renderer
delete &g_Renderer;
delete &g_ConfigDB;
// Not particularly consistent with all the other singletons,
// but the GUI currently uses it and so it needs to be unloaded
NPFontManager::release();
exit(0);
return 0;
}