forked from 0ad/0ad
janwas
7838627cd2
- remove ScEd hacks and CFont et al macro rename - fix accursed bug in VFS buffer management that was causing ReadFile to fail without error (not allocating enough padding) - vfs_tree: bugfix in tree_lookup - waio: temporarily disable sector size determination (pending better approach - need to determine if using DVD drive) This was SVN commit r3421.
344 lines
7.5 KiB
C++
Executable File
344 lines
7.5 KiB
C++
Executable File
/*
|
|
|
|
This module drives the game when running without Atlas (our integrated
|
|
map editor). It receives input and OS messages via SDL and feeds them
|
|
into the input dispatcher, where they are passed on to the game GUI and
|
|
simulation.
|
|
It also contains main(), which either runs the above controller or
|
|
that of Atlas depending on commandline parameters.
|
|
|
|
*/
|
|
|
|
#include "precompiled.h"
|
|
|
|
#include "lib/input.h"
|
|
#include "lib/sdl.h"
|
|
#include "lib/timer.h"
|
|
#include "lib/res/file/vfs.h"
|
|
#include "lib/res/sound/snd.h"
|
|
|
|
#include "ps/GameSetup/GameSetup.h"
|
|
#include "ps/GameSetup/Atlas.h"
|
|
#include "ps/GameSetup/Config.h"
|
|
#include "ps/Loader.h"
|
|
#include "ps/CConsole.h"
|
|
#include "ps/Profile.h"
|
|
#include "ps/Util.h"
|
|
#include "ps/Game.h"
|
|
#include "ps/Hotkey.h"
|
|
#include "ps/Globals.h"
|
|
#include "ps/Interact.h"
|
|
#include "ps/Network/SessionManager.h"
|
|
#include "simulation/Scheduler.h"
|
|
#include "sound/CMusicPlayer.h"
|
|
#include "gui/GUI.h"
|
|
|
|
#define LOG_CATEGORY "main"
|
|
|
|
extern bool g_TerrainModified;
|
|
|
|
void kill_mainloop();
|
|
|
|
|
|
// main app message handler
|
|
static InReaction MainInputHandler(const SDL_Event* ev)
|
|
{
|
|
switch(ev->type)
|
|
{
|
|
case SDL_QUIT:
|
|
kill_mainloop();
|
|
break;
|
|
|
|
case SDL_HOTKEYDOWN:
|
|
switch(ev->user.code)
|
|
{
|
|
case HOTKEY_EXIT:
|
|
kill_mainloop();
|
|
return IN_HANDLED;
|
|
|
|
case HOTKEY_SCREENSHOT:
|
|
WriteScreenshot("png");
|
|
return IN_HANDLED;
|
|
|
|
case HOTKEY_BIGSCREENSHOT:
|
|
WriteBigScreenshot("bmp", 10);
|
|
return IN_HANDLED;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
|
|
return IN_PASS;
|
|
}
|
|
|
|
|
|
// dispatch all pending events to the various receivers.
|
|
static void PumpEvents()
|
|
{
|
|
in_dispatch_recorded_events();
|
|
|
|
SDL_Event event;
|
|
while(SDL_PollEvent(&event))
|
|
in_dispatch_event(&event);
|
|
}
|
|
|
|
|
|
|
|
static int ProgressiveLoad()
|
|
{
|
|
wchar_t description[100];
|
|
int progress_percent;
|
|
LibError ret = LDR_ProgressiveLoad(10e-3, description, ARRAY_SIZE(description), &progress_percent);
|
|
switch(ret)
|
|
{
|
|
// no load active => no-op (skip code below)
|
|
case ERR_OK:
|
|
return 0;
|
|
// current task didn't complete. we only care about this insofar as the
|
|
// load process is therefore not yet finished.
|
|
case ERR_TIMED_OUT:
|
|
break;
|
|
// just finished loading
|
|
case INFO_ALL_COMPLETE:
|
|
g_Game->ReallyStartGame();
|
|
wcscpy_s(description, ARRAY_SIZE(description), L"Game is starting..");
|
|
// LDR_ProgressiveLoad returns L""; set to valid text to
|
|
// avoid problems in converting to JSString
|
|
break;
|
|
// error!
|
|
default:
|
|
CHECK_ERR(ret);
|
|
// can't do this above due to legit ERR_TIMED_OUT
|
|
break;
|
|
}
|
|
|
|
GUI_DisplayLoadProgress(progress_percent, description);
|
|
return 0;
|
|
}
|
|
|
|
CMusicPlayer music_player;
|
|
|
|
static void Frame()
|
|
{
|
|
MICROLOG(L"Frame");
|
|
oglCheck();
|
|
|
|
// get elapsed time
|
|
calc_fps();
|
|
// .. old method - "exact" but contains jumps
|
|
#if 0
|
|
static double last_time;
|
|
const double time = get_time();
|
|
const float TimeSinceLastFrame = (float)(time-last_time);
|
|
last_time = time;
|
|
ONCE(return); // first call: set last_time and return
|
|
|
|
// .. new method - filtered and more smooth, but errors may accumulate
|
|
#else
|
|
const float TimeSinceLastFrame = spf;
|
|
#endif
|
|
debug_assert(TimeSinceLastFrame >= 0.0f);
|
|
|
|
// decide if update/render is necessary
|
|
bool need_render, need_update;
|
|
if( g_app_minimized )
|
|
{
|
|
// TODO: eventually update ought to be re-enabled so the server host
|
|
// can Alt+Tab out without the match hanging. however, game updates
|
|
// are currently really slow and disabling them makes debugging nicer.
|
|
need_update = false;
|
|
need_render = false;
|
|
|
|
// 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
|
|
SDL_Delay(10);
|
|
}
|
|
else if( !g_app_has_focus )
|
|
{
|
|
need_update = false; // see above
|
|
need_render = true;
|
|
|
|
SDL_Delay(5); // see above
|
|
}
|
|
else // active
|
|
{
|
|
need_update = true;
|
|
need_render = true;
|
|
}
|
|
// TODO: throttling: limit update and render frequency to the minimum.
|
|
// this is mostly relevant for "inactive" state, so that other windows
|
|
// get enough CPU time, but it's always nice for power+thermal management.
|
|
|
|
|
|
PROFILE_START( "update music" );
|
|
music_player.update();
|
|
PROFILE_END( "update music" );
|
|
|
|
PROFILE_START("reload changed files");
|
|
MICROLOG(L"reload changed files");
|
|
vfs_reload_changed_files();
|
|
PROFILE_END( "reload changed files");
|
|
|
|
PROFILE_START("progressive load");
|
|
MICROLOG(L"progressive load");
|
|
ProgressiveLoad();
|
|
PROFILE_END( "progressive load");
|
|
|
|
PROFILE_START("input");
|
|
MICROLOG(L"input");
|
|
PumpEvents();
|
|
g_SessionManager.Poll();
|
|
PROFILE_END("input");
|
|
|
|
oglCheck();
|
|
|
|
PROFILE_START("gui tick");
|
|
MICROLOG(L"gui tick");
|
|
#ifndef NO_GUI
|
|
g_GUI.TickObjects();
|
|
#endif
|
|
PROFILE_END("gui tick");
|
|
|
|
oglCheck();
|
|
|
|
PROFILE_START( "game logic" );
|
|
if (g_Game && g_Game->IsGameStarted() && need_update)
|
|
{
|
|
PROFILE_START( "simulation update" );
|
|
g_Game->Update(TimeSinceLastFrame);
|
|
PROFILE_END( "simulation update" );
|
|
|
|
if (!g_FixedFrameTiming)
|
|
{
|
|
PROFILE( "camera update" );
|
|
g_Game->GetView()->Update(float(TimeSinceLastFrame));
|
|
}
|
|
|
|
PROFILE_START( "selection and interaction ui" );
|
|
// TODO Where does GameView end and other things begin?
|
|
g_Mouseover.update( TimeSinceLastFrame );
|
|
g_Selection.update();
|
|
g_BuildingPlacer.update( TimeSinceLastFrame );
|
|
PROFILE_END( "selection and interaction ui" );
|
|
|
|
PROFILE_START( "sound update" );
|
|
CCamera* camera = g_Game->GetView()->GetCamera();
|
|
CMatrix3D& orientation = camera->m_Orientation;
|
|
|
|
float* pos = &orientation._data[12];
|
|
float* dir = &orientation._data[8];
|
|
float* up = &orientation._data[4];
|
|
if(snd_update(pos, dir, up) < 0)
|
|
debug_printf("snd_update failed\n");
|
|
PROFILE_END( "sound update" );
|
|
}
|
|
else
|
|
{
|
|
// CSimulation would do this with the proper turn length if we were in
|
|
// a game. This is basically just to keep script timers running.
|
|
uint ms_elapsed = (uint)(TimeSinceLastFrame*1000);
|
|
g_Scheduler.update(ms_elapsed);
|
|
if(snd_update(0, 0, 0) < 0)
|
|
debug_printf("snd_update (pos=0 version) failed\n");
|
|
}
|
|
PROFILE_END( "game logic" );
|
|
|
|
PROFILE_START( "update console" );
|
|
g_Console->Update(TimeSinceLastFrame);
|
|
PROFILE_END( "update console" );
|
|
|
|
PROFILE_START("render");
|
|
oglCheck();
|
|
if(need_render)
|
|
{
|
|
MICROLOG(L"render");
|
|
Render();
|
|
MICROLOG(L"finished render");
|
|
PROFILE_START( "swap buffers" );
|
|
SDL_GL_SwapBuffers();
|
|
PROFILE_END( "swap buffers" );
|
|
}
|
|
oglCheck();
|
|
PROFILE_END("render");
|
|
|
|
g_Profiler.Frame();
|
|
|
|
if(g_FixedFrameTiming && frameCount==100)
|
|
kill_mainloop();
|
|
|
|
g_TerrainModified = false;
|
|
}
|
|
|
|
|
|
static void MainControllerInit()
|
|
{
|
|
// add additional input handlers only needed by this controller:
|
|
|
|
// gui_handler needs to be registered after (i.e. called before!) the
|
|
// hotkey handler so that input boxes can be typed in without
|
|
// setting off hotkeys.
|
|
#ifndef NO_GUI
|
|
in_add_handler(gui_handler);
|
|
#endif
|
|
|
|
// must be registered after gui_handler. Should mayhap even be last.
|
|
in_add_handler(MainInputHandler);
|
|
}
|
|
|
|
|
|
|
|
static void MainControllerShutdown()
|
|
{
|
|
music_player.release();
|
|
}
|
|
|
|
|
|
static bool quit = false; // break out of main loop
|
|
|
|
// stop the main loop and trigger orderly shutdown. called from several
|
|
// places: the event handler (SDL_QUIT and hotkey) and JS exitProgram.
|
|
void kill_mainloop()
|
|
{
|
|
quit = true;
|
|
}
|
|
|
|
|
|
#ifndef SCED
|
|
|
|
int main(int argc, char* argv[])
|
|
{
|
|
debug_printf("MAIN &argc=%p &argv=%p\n", &argc, &argv);
|
|
|
|
ATLAS_RunIfOnCmdLine(argc, argv);
|
|
|
|
Init(argc, argv, 0);
|
|
MainControllerInit();
|
|
|
|
while(!quit)
|
|
Frame();
|
|
|
|
Shutdown();
|
|
MainControllerShutdown();
|
|
|
|
debug_printf("Shutdown complete, calling exit() now\n");
|
|
|
|
exit(0);
|
|
}
|
|
|
|
#else // SCED:
|
|
|
|
void ScEd_Init()
|
|
{
|
|
g_Quickstart = true;
|
|
Init(0, NULL, INIT_HAVE_VMODE|INIT_NO_GUI);
|
|
}
|
|
|
|
void ScEd_Shutdown()
|
|
{
|
|
Shutdown();
|
|
}
|
|
|
|
#endif // SCED
|