ProtoTank/Game.cpp

149 lines
5.0 KiB
C++

#include "Game.hpp"
#include <numeric>
#include <SFML/System.hpp>
#include <SFML/Window/Keyboard.hpp>
#include <SFML/Window/Mouse.hpp>
#include "Engine/Misc/Logger.hpp"
#include "Engine/Utils/Perfs.hpp"
using std::make_shared;
using std::make_unique;
#define TARGET_FPS (60)
Game* Game::smInstance = nullptr;
Game::Game(std::shared_ptr<sf::RenderWindow> mainWnd, bool dbgFlag) : mbDbgModeEnabled(dbgFlag), mMainWindow(mainWnd) {
mWorld3D = make_shared<Graphic3DRenderer>();
mCockpitUI = make_unique<CockpitUI>();
mWorldUI = make_unique<WorldUI>(mWorld3D);
if (mbDbgModeEnabled) {
mDbgUI = make_unique<DebugUI>();
mPerfsTimer = make_unique<SysTimer>();
mPerfsTimer->Reset();
}
}
GAME_STATUS Game::Tick() {
static std::vector<double> msTicksMonitoring;
static double mPrevdelta = 0;
static double mLastCycleSleepDelta = 0;
static unsigned int mFrameCnt = 0;
double mDelta = mSysTimer.GetDeltaTimeUs();
// Debug performance computations
if (mDbgUI != nullptr && mPerfsTimer != nullptr) {
msTicksMonitoring.push_back(((1000000.f / TARGET_FPS) - mLastCycleSleepDelta) * TARGET_FPS / 1000000.f);
if (mPerfsTimer->GetDeltaTime() >= 1000) { // Every 1s
// This average CPU/cycle_time method can monitor when CPU is in overload state (>0%) or in underload one (<0%)
double cpuUsage = 200 * std::accumulate(msTicksMonitoring.begin(), msTicksMonitoring.end(), static_cast<double>(0)) / msTicksMonitoring.size() - 100;
mDbgUI->UpdateDebugData(cpuUsage, (((1000000.f / TARGET_FPS) - mLastCycleSleepDelta) / 1000), ((-mPrevdelta + mSysTimer.GetDeltaTimeUs()) / 1000), mFrameCnt, (PerfsGetVirtMem() / 1000), (PerfsGetPhysMem() / 1000));
mFrameCnt = 0;
msTicksMonitoring.clear();
mPerfsTimer->Reset();
}
}
// Update game stats and internal stuff
Update();
// Ugly way to wait for next frame... Maybe create a separate thread for rendering?
//while(time.GetDeltaTime() < (1000/TARGET_FPS)) {}
// Process to the final rendering if the window have the focus
if (mSysTimer.GetDeltaTime() >= (1000/TARGET_FPS) && mMainWindow->hasFocus()) {
Render();
mFrameCnt++;
mSysTimer.Reset();
mDelta = -mDelta;
}
mPrevdelta = mDelta;
// Sleep for remaining time to avoid useless CPU usage
mLastCycleSleepDelta = (1000000.f / TARGET_FPS) - (-mPrevdelta + mSysTimer.GetDeltaTimeUs());
if (mLastCycleSleepDelta > 0)
sf::sleep(sf::microseconds(mLastCycleSleepDelta));
else
mLastCycleSleepDelta = 0;
// Return the current process stat to the head process (TODO: convert to thread)
if (mMainWindow->isOpen())
return GAME_RUNNING;
else
return GAME_QUIT;
}
void Game::EventMouseMoved(int _x, int _y) {
if (sf::Mouse::isButtonPressed(sf::Mouse::Left)) {
float dx = M3D_Deg2Rad(0.25f * static_cast<float>(_x - mPrevMousePos.x));
float dy = M3D_Deg2Rad(0.25f * static_cast<float>(_y - mPrevMousePos.y));
mWorld3D->UpdateCamera(CAMERA_MOVE_PITCH, dy);
mWorld3D->UpdateCamera(CAMERA_MOVE_YAW, dx);
}
mPrevMousePos.x = _x;
mPrevMousePos.y = _y;
}
void Game::Update() {
// Refresh keyboard inputs
KeyboardInputsCheck();
// Game logic calls should go here...
mWorldUI->Update();
mCockpitUI->Update();
}
void Game::KeyboardInputsCheck() {
const float deltaTimeS = mSysTimer.GetDeltaTime() / 1000;
if (mMainWindow->hasFocus()) {
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Z)) {
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Scan::LShift))
mWorld3D->UpdateCamera(CAMERA_MOVE_WALK, 15.0f * deltaTimeS);
else
mWorld3D->UpdateCamera(CAMERA_MOVE_WALK, 10.0f * deltaTimeS);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) {
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Scan::LShift))
mWorld3D->UpdateCamera(CAMERA_MOVE_WALK, -15.0f * deltaTimeS);
else
mWorld3D->UpdateCamera(CAMERA_MOVE_WALK, -10.0f * deltaTimeS);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Q))
mWorld3D->UpdateCamera(CAMERA_MOVE_STRAFE, -10.0f * deltaTimeS);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::D))
mWorld3D->UpdateCamera(CAMERA_MOVE_STRAFE, 10.0f * deltaTimeS);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Space))
mWorld3D->UpdateCamera(CAMERA_MOVE_FLY, 5.0f * deltaTimeS);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::LControl))
mWorld3D->UpdateCamera(CAMERA_MOVE_FLY, -5.0f * deltaTimeS);
}
}
void Game::Render() {
// Clear the draw buffer
mMainWindow->clear(sf::Color::Black);
// Draw the arena view
mWorldUI->Draw(mMainWindow);
// Draw the UI above
mCockpitUI->Draw(mMainWindow);
// Draw the debug informations if enabled
if (mDbgUI != nullptr) mDbgUI->DrawDebugData(mMainWindow);
// Present the draw buffer
mMainWindow->display();
}