forked from MoonsideGames/MoonWorks
274 lines
7.4 KiB
C#
274 lines
7.4 KiB
C#
using System.Collections.Generic;
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using SDL2;
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using MoonWorks.Audio;
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using MoonWorks.Graphics;
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using MoonWorks.Input;
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using System.Text;
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using System;
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using System.Diagnostics;
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namespace MoonWorks
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{
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public abstract class Game
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{
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public TimeSpan MAX_DELTA_TIME = TimeSpan.FromMilliseconds(100);
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private bool quit = false;
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private Stopwatch gameTimer;
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private TimeSpan timestep;
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private long previousTicks = 0;
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TimeSpan accumulatedUpdateTime = TimeSpan.Zero;
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TimeSpan accumulatedDrawTime = TimeSpan.Zero;
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// must be a power of 2 so we can do a bitmask optimization when checking worst case
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private const int PREVIOUS_SLEEP_TIME_COUNT = 128;
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private const int SLEEP_TIME_MASK = PREVIOUS_SLEEP_TIME_COUNT - 1;
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private TimeSpan[] previousSleepTimes = new TimeSpan[PREVIOUS_SLEEP_TIME_COUNT];
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private int sleepTimeIndex = 0;
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private TimeSpan worstCaseSleepPrecision = TimeSpan.FromMilliseconds(1);
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private bool FramerateCapped = false;
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private TimeSpan FramerateCapTimeSpan = TimeSpan.Zero;
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public Window Window { get; }
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public GraphicsDevice GraphicsDevice { get; }
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public AudioDevice AudioDevice { get; }
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public Inputs Inputs { get; }
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private Dictionary<PresentMode, RefreshCS.Refresh.PresentMode> moonWorksToRefreshPresentMode = new Dictionary<PresentMode, RefreshCS.Refresh.PresentMode>
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{
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{ PresentMode.Immediate, RefreshCS.Refresh.PresentMode.Immediate },
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{ PresentMode.Mailbox, RefreshCS.Refresh.PresentMode.Mailbox },
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{ PresentMode.FIFO, RefreshCS.Refresh.PresentMode.FIFO },
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{ PresentMode.FIFORelaxed, RefreshCS.Refresh.PresentMode.FIFORelaxed }
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};
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public Game(
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WindowCreateInfo windowCreateInfo,
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PresentMode presentMode,
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FramerateSettings framerateSettings,
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int targetTimestep = 60,
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bool debugMode = false
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)
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{
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timestep = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / targetTimestep);
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gameTimer = Stopwatch.StartNew();
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FramerateCapped = framerateSettings.Mode == FramerateMode.Capped;
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if (FramerateCapped)
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{
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FramerateCapTimeSpan = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / framerateSettings.Cap);
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}
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for (int i = 0; i < previousSleepTimes.Length; i += 1)
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{
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previousSleepTimes[i] = TimeSpan.FromMilliseconds(1);
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}
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if (SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_TIMER | SDL.SDL_INIT_GAMECONTROLLER) < 0)
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{
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System.Console.WriteLine("Failed to initialize SDL!");
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return;
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}
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Logger.Initialize();
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Inputs = new Inputs();
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Window = new Window(windowCreateInfo);
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GraphicsDevice = new GraphicsDevice(
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Window.Handle,
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moonWorksToRefreshPresentMode[presentMode],
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debugMode
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);
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AudioDevice = new AudioDevice();
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}
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public void Run()
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{
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while (!quit)
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{
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Tick();
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}
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AudioDevice.Dispose();
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GraphicsDevice.Dispose();
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Window.Dispose();
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SDL.SDL_Quit();
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}
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protected abstract void Update(TimeSpan delta);
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protected abstract void Draw(double alpha);
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private void Tick()
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{
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AdvanceElapsedTime();
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if (FramerateCapped)
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{
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/* We want to wait until the framerate cap,
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* but we don't want to oversleep. Requesting repeated 1ms sleeps and
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* seeing how long we actually slept for lets us estimate the worst case
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* sleep precision so we don't oversleep the next frame.
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*/
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while (accumulatedDrawTime + worstCaseSleepPrecision < FramerateCapTimeSpan)
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{
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System.Threading.Thread.Sleep(1);
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TimeSpan timeAdvancedSinceSleeping = AdvanceElapsedTime();
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UpdateEstimatedSleepPrecision(timeAdvancedSinceSleeping);
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}
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/* Now that we have slept into the sleep precision threshold, we need to wait
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* for just a little bit longer until the target elapsed time has been reached.
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* SpinWait(1) works by pausing the thread for very short intervals, so it is
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* an efficient and time-accurate way to wait out the rest of the time.
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*/
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while (accumulatedDrawTime < FramerateCapTimeSpan)
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{
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System.Threading.Thread.SpinWait(1);
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AdvanceElapsedTime();
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}
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}
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// Now that we are going to perform an update, let's handle SDL events.
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HandleSDLEvents();
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// Do not let any step take longer than our maximum.
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if (accumulatedUpdateTime > MAX_DELTA_TIME)
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{
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accumulatedUpdateTime = MAX_DELTA_TIME;
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}
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if (!quit)
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{
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while (accumulatedUpdateTime >= timestep)
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{
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Inputs.Update();
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AudioDevice.Update();
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Update(timestep);
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accumulatedUpdateTime -= timestep;
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}
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var alpha = accumulatedUpdateTime / timestep;
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Draw(alpha);
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accumulatedDrawTime -= FramerateCapTimeSpan;
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}
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}
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private void HandleSDLEvents()
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{
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while (SDL.SDL_PollEvent(out var _event) == 1)
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{
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switch (_event.type)
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{
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case SDL.SDL_EventType.SDL_QUIT:
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quit = true;
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break;
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case SDL.SDL_EventType.SDL_TEXTINPUT:
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HandleTextInput(_event);
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break;
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case SDL.SDL_EventType.SDL_MOUSEWHEEL:
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Inputs.Mouse.Wheel += _event.wheel.y;
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break;
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}
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}
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}
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private void HandleTextInput(SDL2.SDL.SDL_Event evt)
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{
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// Based on the SDL2# LPUtf8StrMarshaler
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unsafe
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{
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int bytes = MeasureStringLength(evt.text.text);
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if (bytes > 0)
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{
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/* UTF8 will never encode more characters
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* than bytes in a string, so bytes is a
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* suitable upper estimate of size needed
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*/
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char* charsBuffer = stackalloc char[bytes];
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int chars = Encoding.UTF8.GetChars(
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evt.text.text,
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bytes,
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charsBuffer,
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bytes
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);
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for (int i = 0; i < chars; i += 1)
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{
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Inputs.OnTextInput(charsBuffer[i]);
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}
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}
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}
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}
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private TimeSpan AdvanceElapsedTime()
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{
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long currentTicks = gameTimer.Elapsed.Ticks;
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TimeSpan timeAdvanced = TimeSpan.FromTicks(currentTicks - previousTicks);
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accumulatedUpdateTime += timeAdvanced;
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accumulatedDrawTime += timeAdvanced;
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previousTicks = currentTicks;
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return timeAdvanced;
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}
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/* To calculate the sleep precision of the OS, we take the worst case
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* time spent sleeping over the results of previous requests to sleep 1ms.
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*/
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private void UpdateEstimatedSleepPrecision(TimeSpan timeSpentSleeping)
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{
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/* It is unlikely that the scheduler will actually be more imprecise than
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* 4ms and we don't want to get wrecked by a single long sleep so we cap this
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* value at 4ms for sanity.
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*/
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var upperTimeBound = TimeSpan.FromMilliseconds(4);
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if (timeSpentSleeping > upperTimeBound)
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{
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timeSpentSleeping = upperTimeBound;
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}
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/* We know the previous worst case - it's saved in worstCaseSleepPrecision.
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* We also know the current index. So the only way the worst case changes
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* is if we either 1) just got a new worst case, or 2) the worst case was
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* the oldest entry on the list.
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*/
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if (timeSpentSleeping >= worstCaseSleepPrecision)
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{
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worstCaseSleepPrecision = timeSpentSleeping;
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}
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else if (previousSleepTimes[sleepTimeIndex] == worstCaseSleepPrecision)
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{
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var maxSleepTime = TimeSpan.MinValue;
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for (int i = 0; i < previousSleepTimes.Length; i++)
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{
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if (previousSleepTimes[i] > maxSleepTime)
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{
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maxSleepTime = previousSleepTimes[i];
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}
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}
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worstCaseSleepPrecision = maxSleepTime;
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}
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previousSleepTimes[sleepTimeIndex] = timeSpentSleeping;
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sleepTimeIndex = (sleepTimeIndex + 1) & SLEEP_TIME_MASK;
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}
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private unsafe static int MeasureStringLength(byte* ptr)
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{
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int bytes;
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for (bytes = 0; *ptr != 0; ptr += 1, bytes += 1) ;
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return bytes;
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}
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}
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}
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