0ad/source/main.cpp
janwas b350f54162 ogl_tex: centralize OpenGL caps detection; allow user override for broken card/driver combos
- enable floating point exceptions (helps catch bugs)
file.cpp: improved error checking in dir_open/dir_next_ent code
vfs.h: expand docs; add note on patching + SCM
main: use spf (1/fps) to derive TimeSinceLastFrame (makes for smoother
updates)
timer: rename SUM_TIMER to TIMER_ACCRUE. interface change allows
unlimited number of timers (instead of static limit as before).
documented everything

This was SVN commit r2958.
2005-10-17 23:35:16 +00:00

333 lines
6.8 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"
#ifdef SCED
# include "ui/StdAfx.h"
# undef ERROR
#endif // SCED
#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 "gui/GUI.h"
#include "ps/CConsole.h"
#include "ps/Profile.h"
#include "ps/Util.h"
#include "ps/Game.h"
#include "ps/Hotkey.h"
#include "ps/Interact.h"
#include "ps/Network/SessionManager.h"
#include "simulation/Scheduler.h"
#include "sound/CMusicPlayer.h"
#define LOG_CATEGORY "main"
void kill_mainloop();
// main app message handler
static int 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 EV_HANDLED;
case HOTKEY_SCREENSHOT:
WriteScreenshot("png");
return EV_HANDLED;
default:
break;
}
break;
}
return EV_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;
int ret = LDR_ProgressiveLoad(10e-3, description, ARRAY_SIZE(description), &progress_percent);
switch(ret)
{
// no load active => no-op (skip code below)
case 0:
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 LDR_ALL_FINISHED:
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();
PROFILE_START( "update music" );
music_player.update();
PROFILE_END( "update music" );
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);
PROFILE_START( "reload changed files" );
MICROLOG(L"reload files");
vfs_reload_changed_files();
PROFILE_END( "reload changed files" );
PROFILE_START( "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" );
#ifndef NO_GUI
g_GUI.TickObjects();
#endif
PROFILE_END( "gui tick" );
oglCheck();
PROFILE_START( "game logic" );
if (g_Game && g_Game->IsGameStarted())
{
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(g_active)
{
MICROLOG(L"render");
Render();
MICROLOG(L"finished render");
PROFILE_START( "swap buffers" );
SDL_GL_SwapBuffers();
PROFILE_END( "swap buffers" );
}
// 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);
oglCheck();
PROFILE_END( "render" );
g_Profiler.Frame();
if(g_FixedFrameTiming && frameCount==100)
kill_mainloop();
}
static void MainControllerInit()
{
// add additional input handlers only needed by this controller.
// gui_handler needs to be 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 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);
// ELSE
Init(argc, argv, true, true);
MainControllerInit();
while(!quit)
Frame();
Shutdown();
MainControllerShutdown();
debug_printf("Shutdown complete, calling exit() now\n");
exit(0);
}
// Public functions for Atlas to use:
// TODO: Make this far less hacky
void Init_(int argc, char** argv, bool setup_gfx)
{
g_Quickstart = true;
Init(argc, argv, setup_gfx, false);
}
void Shutdown_()
{
Shutdown();
}
void Render_()
{
Render();
}
#else // SCED:
void ScEd_Init()
{
g_Quickstart = true;
Init(0, NULL, false, false);
}
void ScEd_Shutdown()
{
Shutdown();
}
#endif // SCED