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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. | |
| */ |