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#include "global.h"
#include "GameLoop.h"
#include "RageLog.h"
#include "RageTextureManager.h"
#include "RageSoundManager.h"
#include "PrefsManager.h"
#include "RageDisplay.h"
#include "arch/ArchHooks/ArchHooks.h"
#include "GameSoundManager.h"
#include "ThemeManager.h"
#include "SongManager.h"
#include "GameState.h"
#include "MemoryCardManager.h"
#include "ScreenManager.h"
#include "InputFilter.h"
#include "InputMapper.h"
#include "RageFileManager.h"
#include "LightsManager.h"
#include "NetworkSyncManager.h"
#include "RageTimer.h"
#include "RageInput.h"
using std::vector;
static RageTimer g_GameplayTimer;
static Preference<bool> g_bNeverBoostAppPriority( "NeverBoostAppPriority", false );
/* experimental: force a specific update rate. This prevents big animation
* jumps on frame skips. 0 to disable. */
static Preference<float> g_fConstantUpdateDeltaSeconds( "ConstantUpdateDeltaSeconds", 0 );
void HandleInputEvents( float fDeltaTime );
static float g_fUpdateRate = 1;
void GameLoop::SetUpdateRate( float fUpdateRate )
{
g_fUpdateRate = fUpdateRate;
}
static void CheckGameLoopTimerSkips( float fDeltaTime )
{
if( !PREFSMAN->m_bLogSkips )
return;
static int iLastFPS = 0;
int iThisFPS = DISPLAY->GetFPS();
/* If vsync is on, and we have a solid framerate (vsync == refresh and we've
* sustained this for at least one second), we expect the amount of time for
* the last frame to be 1/FPS. */
if( iThisFPS != DISPLAY->GetActualVideoModeParams().rate || iThisFPS != iLastFPS )
{
iLastFPS = iThisFPS;
return;
}
const float fExpectedTime = 1.0f / iThisFPS;
const float fDifference = fDeltaTime - fExpectedTime;
if( fabsf(fDifference) > 0.002f && fabsf(fDifference) < 0.100f )
LOG->Trace( "GameLoop timer skip: %i FPS, expected %.3f, got %.3f (%.3f difference)",
iThisFPS, fExpectedTime, fDeltaTime, fDifference );
}
static bool ChangeAppPri()
{
if( g_bNeverBoostAppPriority.Get() )
return false;
// if using NTPAD don't boost or else input is laggy
#if defined(_WINDOWS)
{
vector<InputDeviceInfo> vDevices;
// This can get called before INPUTMAN is constructed.
if( INPUTMAN )
{
INPUTMAN->GetDevicesAndDescriptions(vDevices);
for (auto const &d: vDevices)
{
if( d.sDesc.find("NTPAD") != std::string::npos )
{
LOG->Trace( "Using NTPAD. Don't boost priority." );
return false;
}
}
}
}
#endif
// If this is a debug build, don't. It makes the VC debugger sluggish.
#if defined(WIN32) && defined(DEBUG)
return false;
#else
return true;
#endif
}
static void CheckFocus()
{
if( !HOOKS->AppFocusChanged() )
return;
// If we lose focus, we may lose input events, especially key releases.
INPUTFILTER->Reset();
if( ChangeAppPri() )
{
if( HOOKS->AppHasFocus() )
HOOKS->BoostPriority();
else
HOOKS->UnBoostPriority();
}
}
// On the next update, change themes, and load sNewScreen.
static std::string g_NewTheme;
static std::string g_NewGame;
void GameLoop::ChangeTheme(const std::string &sNewTheme)
{
g_NewTheme = sNewTheme;
}
void GameLoop::ChangeGame(const std::string& new_game, const std::string& new_theme)
{
g_NewGame= new_game;
g_NewTheme= new_theme;
}
#include "StepMania.h" // XXX
#include "GameManager.h"
#include "Game.h"
namespace
{
void DoChangeTheme()
{
Rage::safe_delete( SCREENMAN );
TEXTUREMAN->DoDelayedDelete();
// In case the previous theme overloaded class bindings, reinitialize them.
LUA->RegisterTypes();
// We always need to force the theme to reload because we cleared the lua
// state by calling RegisterTypes so the scripts in Scripts/ need to run.
THEME->SwitchThemeAndLanguage( g_NewTheme, THEME->GetCurLanguage(), PREFSMAN->m_bPseudoLocalize, true );
PREFSMAN->m_sTheme.Set( g_NewTheme );
// Apply the new window title, icon and aspect ratio.
StepMania::ApplyGraphicOptions();
SCREENMAN = new ScreenManager();
StepMania::ResetGame();
SCREENMAN->ThemeChanged();
// The previous system for changing the theme fetched the "NextScreen"
// metric from the current theme, then changed the theme, then tried to
// set the new screen to the name that had been fetched.
// If the new screen didn't exist in the new theme, there would be a
// crash.
// So now the correct thing to do is for a theme to specify its entry
// point after a theme change, ensuring that we are going to a valid
// screen and not crashing. -Kyz
std::string new_screen= THEME->GetMetric("Common", "InitialScreen");
if(THEME->HasMetric("Common", "AfterThemeChangeScreen"))
{
std::string after_screen= THEME->GetMetric("Common", "AfterThemeChangeScreen");
if(SCREENMAN->IsScreenNameValid(after_screen))
{
new_screen= after_screen;
}
}
if(!SCREENMAN->IsScreenNameValid(new_screen))
{
new_screen= "ScreenInitialScreenIsInvalid";
}
SCREENMAN->SetNewScreen(new_screen);
g_NewTheme = std::string();
}
void DoChangeGame()
{
const Game* g= GAMEMAN->StringToGame(g_NewGame);
ASSERT(g != nullptr);
GAMESTATE->SetCurGame(g);
bool theme_changing= false;
// The prefs allow specifying a different default theme to use for each
// game type. So if a theme name isn't passed in, fetch from the prefs.
if(g_NewTheme.empty())
{
g_NewTheme= PREFSMAN->m_sTheme.Get();
}
if(g_NewTheme != THEME->GetCurThemeName() && THEME->IsThemeSelectable(g_NewTheme))
{
theme_changing= true;
}
if(theme_changing)
{
Rage::safe_delete(SCREENMAN);
TEXTUREMAN->DoDelayedDelete();
LUA->RegisterTypes();
THEME->SwitchThemeAndLanguage(g_NewTheme, THEME->GetCurLanguage(),
PREFSMAN->m_bPseudoLocalize);
PREFSMAN->m_sTheme.Set(g_NewTheme);
StepMania::ApplyGraphicOptions();
SCREENMAN= new ScreenManager();
}
StepMania::ResetGame();
std::string new_screen= THEME->GetMetric("Common", "InitialScreen");
std::string after_screen;
if(theme_changing)
{
SCREENMAN->ThemeChanged();
if(THEME->HasMetric("Common", "AfterGameAndThemeChangeScreen"))
{
after_screen= THEME->GetMetric("Common", "AfterGameAndThemeChangeScreen");
}
}
else
{
if(THEME->HasMetric("Common", "AfterGameChangeScreen"))
{
after_screen= THEME->GetMetric("Common", "AfterGameChangeScreen");
}
}
if(SCREENMAN->IsScreenNameValid(after_screen))
{
new_screen= after_screen;
}
SCREENMAN->SetNewScreen(new_screen);
// Set the input scheme for the new game, and load keymaps.
if( INPUTMAPPER )
{
INPUTMAPPER->SetInputScheme(&g->m_InputScheme);
INPUTMAPPER->ReadMappingsFromDisk();
}
// aj's comment transplanted from ScreenOptionsMasterPrefs.cpp:GameSel. -Kyz
/* Reload metrics to force a refresh of CommonMetrics::DIFFICULTIES_TO_SHOW,
* mainly if we're not switching themes. I'm not sure if this was the
* case going from theme to theme, but if it was, it should be fixed
* now. There's probably be a better way to do it, but I'm not sure
* what it'd be. -aj */
THEME->UpdateLuaGlobals();
THEME->ReloadMetrics();
g_NewGame= std::string();
g_NewTheme= std::string();
}
}
void GameLoop::RunGameLoop()
{
/* People may want to do something else while songs are loading, so do
* this after loading songs. */
if( ChangeAppPri() )
HOOKS->BoostPriority();
while( !ArchHooks::UserQuit() )
{
if(!g_NewGame.empty())
{
DoChangeGame();
}
if(!g_NewTheme.empty())
{
DoChangeTheme();
}
// Update
float fDeltaTime = g_GameplayTimer.GetDeltaTime();
if( g_fConstantUpdateDeltaSeconds > 0 )
fDeltaTime = g_fConstantUpdateDeltaSeconds;
CheckGameLoopTimerSkips( fDeltaTime );
fDeltaTime *= g_fUpdateRate;
CheckFocus();
// Update SOUNDMAN early (before any RageSound::GetPosition calls), to flush position data.
SOUNDMAN->Update();
/* Update song beat information -before- calling update on all the classes that
* depend on it. If you don't do this first, the classes are all acting on old
* information and will lag. (but no longer fatally, due to timestamping -glenn) */
SOUND->Update( fDeltaTime );
TEXTUREMAN->Update( fDeltaTime );
GAMESTATE->Update( fDeltaTime );
SCREENMAN->Update( fDeltaTime );
MEMCARDMAN->Update();
NSMAN->Update( fDeltaTime );
/* Important: Process input AFTER updating game logic, or input will be
* acting on song beat from last frame */
HandleInputEvents( fDeltaTime );
if( INPUTMAN->DevicesChanged() )
{
INPUTFILTER->Reset(); // fix "buttons stuck" if button held while unplugged
INPUTMAN->LoadDrivers();
std::string sMessage;
if( INPUTMAPPER->CheckForChangedInputDevicesAndRemap(sMessage) )
SCREENMAN->SystemMessage( sMessage );
}
LIGHTSMAN->Update( fDeltaTime );
// Render
SCREENMAN->Draw();
}
// If we ended mid-game, finish up.
GAMESTATE->SaveLocalData();
if( ChangeAppPri() )
HOOKS->UnBoostPriority();
}
/*
* (c) 2001-2005 Chris Danford, Glenn Maynard
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
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