/* This file is part of Minitrem. Minitrem is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 2 of the License, or (at your option) any later version. Minitrem is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Minitrem. If not, see . */ #include "common.hpp" #include bool debug_draw_cmodels = false; bool debug_draw_paths = false; bool debug_draw_tile_coords = false; bool debug_AI = false; render::state_t *debug_render; static ntime_t nclock_ref; // always > 0 ntime_t nclock(void) { return std::chrono::high_resolution_clock::now().time_since_epoch() / std::chrono::nanoseconds(1) - nclock_ref; } freq_counter_t::freq_counter_t(size_t num_samples_) { num_samples = num_samples_; samples = (ntime_t*)malloc(sizeof(ntime_t) * num_samples); } freq_counter_t::~freq_counter_t(void) { free(samples); } void freq_counter_t::push(ntime_t sample) { collected++; samples[collected % num_samples] = sample; } void freq_counter_t::tick(void) { ntime_t now = nclock(); if (last_tick) push(now - last_tick); last_tick = now; } float freq_counter_t::freq_ma(void) { ntime_t now; float res = 0.0f; size_t to_count; now = nclock(); if (last_ma_time && now - last_ma_time < 500000000) return last_ma; to_count = std::min(collected, num_samples); for (size_t i = 0; i < to_count; i++) res += samples[i] * 1.0e-9f; res = 1.0f / (res / to_count); last_ma_time = now; last_ma = res; return res; } freq_counter_t fc_render = freq_counter_t(20); freq_counter_t fc_game = freq_counter_t(10); int main() { nclock_ref = nclock() - 1; sf::RenderWindow window(sf::VideoMode(800, 600), "Minitrem"); render::state_t render(&window); game::state_t game; interface::state_t interface(&window, &game); game.interface = &interface; debug_render = &render; window.setVerticalSyncEnabled(true); game::load_assets(); game.start(); while (1) { static ntime_t before = 0; ntime_t now = nclock(); double dt; if (before) dt = (now - before) * 1.0e-9; else dt = 0.1; before = now; game.tick(now); interface.tick(dt); if (!window.isOpen()) break; window.clear(); render.begin_frame(now, dt); render.render(&game); game.compute_ambience(&render); interface.render_to(&render); audio::update(interface.camera_3d, game.paused); render.end_frame(); } game.stop(); return 0; }