#include "Volt/Game/Game.h" #include #include #include "Volt/Assets/AssetManager.h" #include "Volt/Assets/DataSource.h" #include "Volt/Assets/SoundManager.h" #include "Volt/Graphics/Graphics.h" #include "Volt/Graphics/SDLWindow.h" #include "Volt/Game/KeyBindings.h" #include "Volt/Game/PhysicsManager.h" #include "Volt/Game/Scene.h" #include "Volt/Game/AppTime.h" #include "Volt/Python/Python.h" #define MIN_DELTA_TIME (1.0f / 60.0f) #define MAX_DELTA_TIME (1.0f / 30.0f) namespace Volt { Game* Game::instance = NULL; Game::Game (const string& name, const DataSource* source, int w, int h, bool fullscreen) : m_name(name), m_willQuit(false), m_ticksPerFrame(0), m_lastTick(0), m_window(NULL), m_currentScene(NULL), m_switchToScene(NULL), m_assetManager(NULL), m_soundManager(NULL), m_physicsManager(NULL), m_bindings(NULL), m_appTime(NULL), m_frameNumber(0) { Random::Seed(); m_appTime = new AppTime; AppTime::Register(m_appTime); m_window = new SDLWindow(this, name, w, h, fullscreen); Viewport::Register(m_window); m_graphics = new Graphics(m_window); m_graphics->Set2D(w, h); m_graphics->Init(); m_assetManager = new AssetManager(source); AssetManager::Register(m_assetManager); m_soundManager = new SoundManager; SoundManager::Register(m_soundManager); m_physicsManager = new PhysicsManager; m_physicsManager->m_game = this; PhysicsManager::Register(m_physicsManager); m_bindings = new KeyBindings(); KeyBindings::Register(m_bindings); Game::Register(this); #if DEBUG Graphics::CheckErrors(); Graphics::CheckState(); #endif } Game::~Game () { LOG(INFO) << "Closing game..."; if (m_currentScene != NULL) { m_currentScene->OnEnd(); delete m_currentScene; } delete m_bindings; delete m_assetManager; delete m_soundManager; delete m_window; delete m_appTime; } void Game::Run () { LOG(INFO) << "Starting game..."; m_time.Start(); m_lastTick = m_time.GetMilliseconds(); while (true) { if (m_willQuit) break; long tick = m_time.GetMilliseconds(); long delta = tick - m_lastTick; if (delta < MIN_DELTA_TIME * 1000) { long sleepTicks = (int)(MIN_DELTA_TIME * 1000) - delta; Py_BEGIN_ALLOW_THREADS SleepMicroseconds(sleepTicks * 1000); Py_END_ALLOW_THREADS tick = m_time.GetMilliseconds(); delta = tick - m_lastTick; } float seconds = (tick - m_lastTick) * 0.001f; m_ticksPerFrame = m_ticksPerFrame * 0.95f + delta * 0.05f; m_appTime->SetDt(MIN(seconds, MAX_DELTA_TIME)); m_frameNumber++; m_window->UpdateInput(); m_soundManager->Update(); Py_BEGIN_ALLOW_THREADS SleepMicroseconds(1000); Py_END_ALLOW_THREADS m_physicsManager->Update(); if (m_currentScene != NULL) { m_currentScene->Update(); m_currentScene->Render(); } // Swap scenes. if (m_switchToScene != NULL) { Scene* oldScene = m_currentScene; oldScene->OnEnd(); oldScene->m_game = NULL; m_currentScene = m_switchToScene; m_switchToScene = NULL; m_currentScene->m_game = this; m_currentScene->OnBegin(); } m_lastTick = tick; } m_window->Close(); } void Game::SetScene (Scene* scene) { if (m_currentScene != NULL) { m_switchToScene = scene; } else { m_currentScene = scene; m_currentScene->m_game = this; m_currentScene->OnBegin(); } } void Game::OnKeyEvent (SDL_KeyboardEvent event) { if (m_currentScene != NULL) m_currentScene->OnKeyEvent(event); } void Game::OnMouseButtonEvent (SDL_MouseButtonEvent event) { if (m_currentScene != NULL) m_currentScene->OnMouseButtonEvent(event); } void Game::OnMouseMoveEvent (SDL_MouseMotionEvent event) { if (m_currentScene != NULL) m_currentScene->OnMouseMoveEvent(event); } void Game::Quit () { m_willQuit = true; } }