2021-01-20 03:34:26 +00:00
|
|
|
|
using System.Collections.Generic;
|
|
|
|
|
using SDL2;
|
2021-01-20 02:06:10 +00:00
|
|
|
|
using MoonWorks.Audio;
|
2021-01-20 03:34:26 +00:00
|
|
|
|
using MoonWorks.Graphics;
|
2021-01-22 08:20:07 +00:00
|
|
|
|
using MoonWorks.Input;
|
2021-03-25 22:57:26 +00:00
|
|
|
|
using System.Text;
|
2021-07-23 22:47:02 +00:00
|
|
|
|
using System;
|
|
|
|
|
using System.Diagnostics;
|
2021-01-19 07:29:07 +00:00
|
|
|
|
|
|
|
|
|
namespace MoonWorks
|
|
|
|
|
{
|
2022-04-08 07:03:42 +00:00
|
|
|
|
public class Game
|
2022-02-23 05:14:32 +00:00
|
|
|
|
{
|
|
|
|
|
public TimeSpan MAX_DELTA_TIME = TimeSpan.FromMilliseconds(100);
|
2021-01-23 07:43:48 +00:00
|
|
|
|
|
2022-02-23 05:14:32 +00:00
|
|
|
|
private bool quit = false;
|
2021-01-19 07:29:07 +00:00
|
|
|
|
|
2021-07-23 22:47:02 +00:00
|
|
|
|
private Stopwatch gameTimer;
|
2022-02-23 05:14:32 +00:00
|
|
|
|
private TimeSpan timestep;
|
2021-07-23 22:47:02 +00:00
|
|
|
|
private long previousTicks = 0;
|
2022-02-23 05:14:32 +00:00
|
|
|
|
TimeSpan accumulatedElapsedTime = TimeSpan.Zero;
|
2021-07-23 22:47:02 +00:00
|
|
|
|
// must be a power of 2 so we can do a bitmask optimization when checking worst case
|
|
|
|
|
private const int PREVIOUS_SLEEP_TIME_COUNT = 128;
|
|
|
|
|
private const int SLEEP_TIME_MASK = PREVIOUS_SLEEP_TIME_COUNT - 1;
|
|
|
|
|
private TimeSpan[] previousSleepTimes = new TimeSpan[PREVIOUS_SLEEP_TIME_COUNT];
|
|
|
|
|
private int sleepTimeIndex = 0;
|
|
|
|
|
private TimeSpan worstCaseSleepPrecision = TimeSpan.FromMilliseconds(1);
|
|
|
|
|
|
2022-02-25 21:23:31 +00:00
|
|
|
|
public Window Window { get; }
|
2022-02-23 05:14:32 +00:00
|
|
|
|
public GraphicsDevice GraphicsDevice { get; }
|
|
|
|
|
public AudioDevice AudioDevice { get; }
|
|
|
|
|
public Inputs Inputs { get; }
|
|
|
|
|
|
2022-05-24 02:12:27 +00:00
|
|
|
|
// FIXME: maybe the user should just manage this stuff
|
2022-04-08 07:03:42 +00:00
|
|
|
|
private GameState GameState = null;
|
2022-05-24 02:12:27 +00:00
|
|
|
|
private GameState NextState = null;
|
2022-04-08 07:03:42 +00:00
|
|
|
|
|
2022-02-23 05:14:32 +00:00
|
|
|
|
private Dictionary<PresentMode, RefreshCS.Refresh.PresentMode> moonWorksToRefreshPresentMode = new Dictionary<PresentMode, RefreshCS.Refresh.PresentMode>
|
|
|
|
|
{
|
|
|
|
|
{ PresentMode.Immediate, RefreshCS.Refresh.PresentMode.Immediate },
|
|
|
|
|
{ PresentMode.Mailbox, RefreshCS.Refresh.PresentMode.Mailbox },
|
|
|
|
|
{ PresentMode.FIFO, RefreshCS.Refresh.PresentMode.FIFO },
|
|
|
|
|
{ PresentMode.FIFORelaxed, RefreshCS.Refresh.PresentMode.FIFORelaxed }
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
public Game(
|
|
|
|
|
WindowCreateInfo windowCreateInfo,
|
|
|
|
|
PresentMode presentMode,
|
|
|
|
|
int targetTimestep = 60,
|
|
|
|
|
bool debugMode = false
|
|
|
|
|
)
|
|
|
|
|
{
|
|
|
|
|
timestep = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / targetTimestep);
|
2021-07-23 22:47:02 +00:00
|
|
|
|
gameTimer = Stopwatch.StartNew();
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < previousSleepTimes.Length; i += 1)
|
|
|
|
|
{
|
|
|
|
|
previousSleepTimes[i] = TimeSpan.FromMilliseconds(1);
|
|
|
|
|
}
|
2021-01-19 07:29:07 +00:00
|
|
|
|
|
2022-02-23 05:14:32 +00:00
|
|
|
|
if (SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_TIMER | SDL.SDL_INIT_GAMECONTROLLER) < 0)
|
|
|
|
|
{
|
|
|
|
|
System.Console.WriteLine("Failed to initialize SDL!");
|
|
|
|
|
return;
|
|
|
|
|
}
|
2021-01-19 07:29:07 +00:00
|
|
|
|
|
2022-02-23 05:14:32 +00:00
|
|
|
|
Logger.Initialize();
|
2021-01-20 02:06:10 +00:00
|
|
|
|
|
2022-02-23 05:14:32 +00:00
|
|
|
|
Inputs = new Inputs();
|
2021-01-19 07:29:07 +00:00
|
|
|
|
|
2022-02-25 21:23:31 +00:00
|
|
|
|
Window = new Window(windowCreateInfo);
|
2021-01-19 07:29:07 +00:00
|
|
|
|
|
2022-02-23 05:14:32 +00:00
|
|
|
|
GraphicsDevice = new GraphicsDevice(
|
|
|
|
|
Window.Handle,
|
|
|
|
|
moonWorksToRefreshPresentMode[presentMode],
|
|
|
|
|
debugMode
|
|
|
|
|
);
|
2021-01-19 19:24:23 +00:00
|
|
|
|
|
2022-02-23 05:14:32 +00:00
|
|
|
|
AudioDevice = new AudioDevice();
|
|
|
|
|
}
|
2021-01-19 07:29:07 +00:00
|
|
|
|
|
2022-02-23 05:14:32 +00:00
|
|
|
|
public void Run()
|
|
|
|
|
{
|
2022-04-08 07:03:42 +00:00
|
|
|
|
#if DEBUG
|
2022-05-24 02:12:27 +00:00
|
|
|
|
if (NextState == null)
|
2022-04-08 07:03:42 +00:00
|
|
|
|
{
|
|
|
|
|
throw new NullReferenceException("Must call SetState before Run!");
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
2022-02-23 05:14:32 +00:00
|
|
|
|
while (!quit)
|
|
|
|
|
{
|
2022-04-08 07:03:42 +00:00
|
|
|
|
Tick();
|
|
|
|
|
}
|
2021-07-23 22:47:02 +00:00
|
|
|
|
|
2022-04-08 07:03:42 +00:00
|
|
|
|
AudioDevice.Dispose();
|
|
|
|
|
GraphicsDevice.Dispose();
|
|
|
|
|
Window.Dispose();
|
2021-07-23 22:47:02 +00:00
|
|
|
|
|
2022-04-08 07:03:42 +00:00
|
|
|
|
SDL.SDL_Quit();
|
|
|
|
|
}
|
2021-07-23 22:47:02 +00:00
|
|
|
|
|
2022-04-08 07:03:42 +00:00
|
|
|
|
public void SetState(GameState gameState)
|
|
|
|
|
{
|
2022-05-24 02:12:27 +00:00
|
|
|
|
NextState = gameState;
|
2022-04-08 07:03:42 +00:00
|
|
|
|
}
|
2021-07-23 22:47:02 +00:00
|
|
|
|
|
2022-04-08 07:03:42 +00:00
|
|
|
|
private void Tick()
|
|
|
|
|
{
|
|
|
|
|
AdvanceElapsedTime();
|
|
|
|
|
|
|
|
|
|
/* We want to wait until the next frame,
|
|
|
|
|
* but we don't want to oversleep. Requesting repeated 1ms sleeps and
|
|
|
|
|
* seeing how long we actually slept for lets us estimate the worst case
|
|
|
|
|
* sleep precision so we don't oversleep the next frame.
|
|
|
|
|
*/
|
|
|
|
|
while (accumulatedElapsedTime + worstCaseSleepPrecision < timestep)
|
|
|
|
|
{
|
|
|
|
|
System.Threading.Thread.Sleep(1);
|
|
|
|
|
TimeSpan timeAdvancedSinceSleeping = AdvanceElapsedTime();
|
|
|
|
|
UpdateEstimatedSleepPrecision(timeAdvancedSinceSleeping);
|
|
|
|
|
}
|
2021-01-19 07:29:07 +00:00
|
|
|
|
|
2022-04-08 07:03:42 +00:00
|
|
|
|
/* Now that we have slept into the sleep precision threshold, we need to wait
|
|
|
|
|
* for just a little bit longer until the target elapsed time has been reached.
|
|
|
|
|
* SpinWait(1) works by pausing the thread for very short intervals, so it is
|
|
|
|
|
* an efficient and time-accurate way to wait out the rest of the time.
|
|
|
|
|
*/
|
|
|
|
|
while (accumulatedElapsedTime < timestep)
|
|
|
|
|
{
|
|
|
|
|
System.Threading.Thread.SpinWait(1);
|
|
|
|
|
AdvanceElapsedTime();
|
|
|
|
|
}
|
2021-03-26 19:20:05 +00:00
|
|
|
|
|
2022-04-08 07:03:42 +00:00
|
|
|
|
// Now that we are going to perform an update, let's handle SDL events.
|
|
|
|
|
HandleSDLEvents();
|
2021-01-19 07:29:07 +00:00
|
|
|
|
|
2022-04-08 07:03:42 +00:00
|
|
|
|
// Do not let any step take longer than our maximum.
|
|
|
|
|
if (accumulatedElapsedTime > MAX_DELTA_TIME)
|
|
|
|
|
{
|
|
|
|
|
accumulatedElapsedTime = MAX_DELTA_TIME;
|
|
|
|
|
}
|
2021-01-19 07:29:07 +00:00
|
|
|
|
|
2022-04-08 07:03:42 +00:00
|
|
|
|
if (!quit)
|
|
|
|
|
{
|
|
|
|
|
while (accumulatedElapsedTime >= timestep)
|
|
|
|
|
{
|
|
|
|
|
Inputs.Mouse.Wheel = 0;
|
2021-01-19 07:29:07 +00:00
|
|
|
|
|
2022-04-08 07:03:42 +00:00
|
|
|
|
Inputs.Update();
|
|
|
|
|
AudioDevice.Update();
|
2021-01-25 21:02:35 +00:00
|
|
|
|
|
2022-05-24 02:12:27 +00:00
|
|
|
|
if (NextState != null)
|
|
|
|
|
{
|
|
|
|
|
GameState = NextState;
|
|
|
|
|
GameState.Start();
|
|
|
|
|
NextState = null;
|
|
|
|
|
}
|
|
|
|
|
|
2022-04-08 07:03:42 +00:00
|
|
|
|
GameState.Update(timestep);
|
2022-02-19 05:02:16 +00:00
|
|
|
|
|
2022-04-08 07:03:42 +00:00
|
|
|
|
accumulatedElapsedTime -= timestep;
|
2022-02-23 05:14:32 +00:00
|
|
|
|
}
|
2022-02-23 00:44:39 +00:00
|
|
|
|
|
2022-04-08 07:03:42 +00:00
|
|
|
|
var alpha = accumulatedElapsedTime / timestep;
|
2022-02-23 00:44:39 +00:00
|
|
|
|
|
2022-04-08 07:03:42 +00:00
|
|
|
|
GameState.Draw(timestep, alpha);
|
|
|
|
|
}
|
2022-02-23 05:14:32 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void HandleSDLEvents()
|
|
|
|
|
{
|
|
|
|
|
while (SDL.SDL_PollEvent(out var _event) == 1)
|
|
|
|
|
{
|
|
|
|
|
switch (_event.type)
|
|
|
|
|
{
|
|
|
|
|
case SDL.SDL_EventType.SDL_QUIT:
|
|
|
|
|
quit = true;
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case SDL.SDL_EventType.SDL_TEXTINPUT:
|
|
|
|
|
HandleTextInput(_event);
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case SDL.SDL_EventType.SDL_MOUSEWHEEL:
|
|
|
|
|
Inputs.Mouse.Wheel += _event.wheel.y;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void HandleTextInput(SDL2.SDL.SDL_Event evt)
|
|
|
|
|
{
|
|
|
|
|
// Based on the SDL2# LPUtf8StrMarshaler
|
|
|
|
|
unsafe
|
|
|
|
|
{
|
|
|
|
|
int bytes = MeasureStringLength(evt.text.text);
|
|
|
|
|
if (bytes > 0)
|
|
|
|
|
{
|
|
|
|
|
/* UTF8 will never encode more characters
|
2021-03-25 22:57:26 +00:00
|
|
|
|
* than bytes in a string, so bytes is a
|
|
|
|
|
* suitable upper estimate of size needed
|
|
|
|
|
*/
|
2022-02-23 05:14:32 +00:00
|
|
|
|
char* charsBuffer = stackalloc char[bytes];
|
|
|
|
|
int chars = Encoding.UTF8.GetChars(
|
|
|
|
|
evt.text.text,
|
|
|
|
|
bytes,
|
|
|
|
|
charsBuffer,
|
|
|
|
|
bytes
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < chars; i += 1)
|
|
|
|
|
{
|
|
|
|
|
Inputs.OnTextInput(charsBuffer[i]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2021-03-25 22:57:26 +00:00
|
|
|
|
|
2021-07-23 22:47:02 +00:00
|
|
|
|
private TimeSpan AdvanceElapsedTime()
|
|
|
|
|
{
|
|
|
|
|
long currentTicks = gameTimer.Elapsed.Ticks;
|
|
|
|
|
TimeSpan timeAdvanced = TimeSpan.FromTicks(currentTicks - previousTicks);
|
|
|
|
|
accumulatedElapsedTime += timeAdvanced;
|
|
|
|
|
previousTicks = currentTicks;
|
|
|
|
|
return timeAdvanced;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* To calculate the sleep precision of the OS, we take the worst case
|
|
|
|
|
* time spent sleeping over the results of previous requests to sleep 1ms.
|
|
|
|
|
*/
|
|
|
|
|
private void UpdateEstimatedSleepPrecision(TimeSpan timeSpentSleeping)
|
|
|
|
|
{
|
|
|
|
|
/* It is unlikely that the scheduler will actually be more imprecise than
|
|
|
|
|
* 4ms and we don't want to get wrecked by a single long sleep so we cap this
|
|
|
|
|
* value at 4ms for sanity.
|
|
|
|
|
*/
|
|
|
|
|
var upperTimeBound = TimeSpan.FromMilliseconds(4);
|
|
|
|
|
|
|
|
|
|
if (timeSpentSleeping > upperTimeBound)
|
|
|
|
|
{
|
|
|
|
|
timeSpentSleeping = upperTimeBound;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* We know the previous worst case - it's saved in worstCaseSleepPrecision.
|
|
|
|
|
* We also know the current index. So the only way the worst case changes
|
|
|
|
|
* is if we either 1) just got a new worst case, or 2) the worst case was
|
|
|
|
|
* the oldest entry on the list.
|
|
|
|
|
*/
|
|
|
|
|
if (timeSpentSleeping >= worstCaseSleepPrecision)
|
|
|
|
|
{
|
|
|
|
|
worstCaseSleepPrecision = timeSpentSleeping;
|
|
|
|
|
}
|
|
|
|
|
else if (previousSleepTimes[sleepTimeIndex] == worstCaseSleepPrecision)
|
|
|
|
|
{
|
|
|
|
|
var maxSleepTime = TimeSpan.MinValue;
|
|
|
|
|
for (int i = 0; i < previousSleepTimes.Length; i++)
|
|
|
|
|
{
|
|
|
|
|
if (previousSleepTimes[i] > maxSleepTime)
|
|
|
|
|
{
|
|
|
|
|
maxSleepTime = previousSleepTimes[i];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
worstCaseSleepPrecision = maxSleepTime;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
previousSleepTimes[sleepTimeIndex] = timeSpentSleeping;
|
|
|
|
|
sleepTimeIndex = (sleepTimeIndex + 1) & SLEEP_TIME_MASK;
|
|
|
|
|
}
|
|
|
|
|
|
2021-03-25 22:57:26 +00:00
|
|
|
|
private unsafe static int MeasureStringLength(byte* ptr)
|
|
|
|
|
{
|
|
|
|
|
int bytes;
|
2022-02-23 05:14:32 +00:00
|
|
|
|
for (bytes = 0; *ptr != 0; ptr += 1, bytes += 1) ;
|
2021-03-25 22:57:26 +00:00
|
|
|
|
return bytes;
|
|
|
|
|
}
|
2022-02-23 05:14:32 +00:00
|
|
|
|
}
|
2021-01-19 07:29:07 +00:00
|
|
|
|
}
|