0ad/source/tools/atlas/GameInterface/GameLoop.cpp
Ykkrosh 67a94572ec # Add new texture loading system with automatic compression.
Replace almost all texture uses with calls to the new system.
Add some anistropic filtering to terrain textures.
Let Atlas load terrain texture previews partly-asynchronously by
polling.
Fix inefficient texture colour determination for minimap.
Remove unused global g_TerrainModified.
Change GUI texcoord computation to be less efficient but to cope with
dynamic texture changes.
Fix GUI renderer effects leaving bogus colour state.

This was SVN commit r8099.
2010-09-10 21:02:10 +00:00

319 lines
8.8 KiB
C++

/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "GameLoop.h"
#include "MessagePasserImpl.h"
#include "Messages.h"
#include "SharedMemory.h"
#include "Handlers/MessageHandler.h"
#include "ActorViewer.h"
#include "View.h"
#include "InputProcessor.h"
#include "graphics/TextureManager.h"
#include "gui/GUIManager.h"
#include "lib/app_hooks.h"
#include "lib/external_libraries/sdl.h"
#include "lib/timer.h"
#include "ps/CLogger.h"
#include "ps/DllLoader.h"
#include "ps/Filesystem.h"
#include "ps/Profile.h"
#include "ps/GameSetup/Paths.h"
#include "renderer/Renderer.h"
#include "scripting/ScriptingHost.h"
using namespace AtlasMessage;
namespace AtlasMessage
{
extern void RegisterHandlers();
}
// Loaded from DLL:
void (*Atlas_StartWindow)(const wchar_t* type);
void (*Atlas_SetDataDirectory)(const wchar_t* path);
void (*Atlas_SetMessagePasser)(MessagePasser*);
void (*Atlas_GLSetCurrent)(void* cavas);
void (*Atlas_GLSwapBuffers)(void* canvas);
void (*Atlas_NotifyEndOfFrame)();
void (*Atlas_DisplayError)(const wchar_t* text, size_t flags);
void (*Atlas_ReportError)();
namespace AtlasMessage
{
void* (*ShareableMallocFptr)(size_t);
void (*ShareableFreeFptr)(void*);
}
MessagePasser* AtlasMessage::g_MessagePasser = NULL;
static InputProcessor g_Input;
static GameLoopState state;
GameLoopState* g_GameLoop = &state;
static void* LaunchWindow(void* data)
{
debug_SetThreadName("atlas_window");
const wchar_t* windowName = reinterpret_cast<const wchar_t*>(data);
Atlas_StartWindow(windowName);
return NULL;
}
// Work out which Atlas window to launch, given the command-line arguments
static const wchar_t* FindWindowName(const CmdLineArgs& UNUSED(args))
{
return L"ScenarioEditor";
// (This is a bit pointless - there's no choice since we've deleted the ActorViewer)
}
static ErrorReaction AtlasDisplayError(const wchar_t* text, size_t flags)
{
// TODO: after Atlas has been unloaded, don't do this
Atlas_DisplayError(text, flags);
return ER_CONTINUE;
}
static void RendererIncrementalLoad()
{
// TODO: shouldn't duplicate this code from main.cpp
if (!CRenderer::IsInitialised())
return;
const double maxTime = 0.1f;
double startTime = timer_Time();
bool more;
do {
more = g_Renderer.GetTextureManager().MakeProgress();
}
while (more && timer_Time() - startTime < maxTime);
}
bool BeginAtlas(const CmdLineArgs& args, const DllLoader& dll)
{
// Load required symbols from the DLL
try
{
dll.LoadSymbol("Atlas_StartWindow", Atlas_StartWindow);
dll.LoadSymbol("Atlas_SetMessagePasser", Atlas_SetMessagePasser);
dll.LoadSymbol("Atlas_SetDataDirectory", Atlas_SetDataDirectory);
dll.LoadSymbol("Atlas_GLSetCurrent", Atlas_GLSetCurrent);
dll.LoadSymbol("Atlas_GLSwapBuffers", Atlas_GLSwapBuffers);
dll.LoadSymbol("Atlas_NotifyEndOfFrame", Atlas_NotifyEndOfFrame);
dll.LoadSymbol("Atlas_DisplayError", Atlas_DisplayError);
dll.LoadSymbol("Atlas_ReportError", Atlas_ReportError);
dll.LoadSymbol("ShareableMalloc", ShareableMallocFptr);
dll.LoadSymbol("ShareableFree", ShareableFreeFptr);
}
catch (PSERROR_DllLoader&)
{
debug_warn(L"Failed to initialise DLL");
return false;
}
// Construct a message passer for communicating with Atlas
MessagePasserImpl msgPasser;
AtlasMessage::g_MessagePasser = &msgPasser;
// Pass our message handler to Atlas
Atlas_SetMessagePasser(&msgPasser);
// Tell Atlas the location of the data directory
const Paths paths(args);
Atlas_SetDataDirectory(paths.RData().string().c_str());
// Register all the handlers for message which might be passed back
RegisterHandlers();
// Create a new thread, and launch the Atlas window inside that thread
const wchar_t* windowName = FindWindowName(args);
pthread_t uiThread;
pthread_create(&uiThread, NULL, LaunchWindow, reinterpret_cast<void*>(const_cast<wchar_t*>(windowName)));
// Override ah_display_error to pass all errors to the Atlas UI
AppHooks hooks = {0};
hooks.display_error = AtlasDisplayError;
app_hooks_update(&hooks);
// Disable the game's cursor rendering
extern CStrW g_CursorName;
g_CursorName = L"";
state.args = args;
state.running = true;
state.view = View::GetView_None();
state.glCanvas = NULL;
double last_activity = timer_Time();
while (state.running)
{
bool recent_activity = false;
//////////////////////////////////////////////////////////////////////////
// (TODO: Work out why these things have to be in this order (to avoid
// jumps when starting to move, etc))
// Calculate frame length
{
double time = timer_Time();
static double last_time = time;
float length = (float)(time-last_time);
last_time = time;
debug_assert(length >= 0.0f);
// TODO: filter out big jumps, e.g. when having done a lot of slow
// processing in the last frame
state.frameLength = length;
}
// Process the input that was received in the past
if (g_Input.ProcessInput(&state))
recent_activity = true;
//////////////////////////////////////////////////////////////////////////
{
IMessage* msg;
while ((msg = msgPasser.Retrieve()) != NULL)
{
recent_activity = true;
std::string name (msg->GetName());
msgHandlers::const_iterator it = GetMsgHandlers().find(name);
if (it != GetMsgHandlers().end())
{
it->second(msg);
}
else
{
debug_warn(L"Unrecognised message");
// CLogger might not be initialised, but this error will be sent
// to the debug output window anyway so people can still see it
LOG(CLogger::Error, L"atlas", L"Unrecognised message (%hs)", name.c_str());
}
if (msg->GetType() == IMessage::Query)
{
// For queries, we need to notify MessagePasserImpl::Query
// that the query has now been processed.
sem_post((sem_t*) static_cast<QueryMessage*>(msg)->m_Semaphore);
// (msg may have been destructed at this point, so don't use it again)
// It's quite possible that the querier is going to do a tiny
// bit of processing on the query results and then issue another
// query, and repeat lots of times in a loop. To avoid slowing
// that down by rendering between every query, make this
// thread yield now.
SDL_Delay(0);
}
else
{
// For non-queries, we need to delete the object, since we
// took ownership of it.
AtlasMessage::ShareableDelete(msg);
}
}
}
// Exit, if desired
if (! state.running)
break;
//////////////////////////////////////////////////////////////////////////
// Do per-frame processing:
ReloadChangedFiles();
RendererIncrementalLoad();
// Pump SDL events (e.g. hotkeys)
SDL_Event_ ev;
while (SDL_PollEvent(&ev.ev))
in_dispatch_event(&ev);
if (g_GUI)
g_GUI->TickObjects();
state.view->Update(state.frameLength);
state.view->Render();
if (CProfileManager::IsInitialised())
g_Profiler.Frame();
double time = timer_Time();
if (recent_activity)
last_activity = time;
// Be nice to the processor (by sleeping lots) if we're not doing anything
// useful, and nice to the user (by just yielding to other threads) if we are
bool yield = (time - last_activity > 0.5);
// But make sure we aren't doing anything interesting right now, where
// the user wants to see the screen updating even though they're not
// interacting with it
if (state.view->WantsHighFramerate())
yield = false;
if (yield) // if there was no recent activity...
{
double sleepUntil = time + 0.5; // only redraw at 2fps
while (time < sleepUntil)
{
// To minimise latency when the user starts doing stuff, only
// sleep for a short while, then check if anything's happened,
// then go back to sleep
// (TODO: This should probably be done with something like semaphores)
Atlas_NotifyEndOfFrame(); // (TODO: rename to NotifyEndOfQuiteShortProcessingPeriodSoPleaseSendMeNewMessages or something)
SDL_Delay(50);
if (!msgPasser.IsEmpty())
break;
time = timer_Time();
}
}
else
{
Atlas_NotifyEndOfFrame();
SDL_Delay(0);
}
}
// TODO: delete all remaining messages, to avoid memory leak warnings
// Wait for the UI to exit
pthread_join(uiThread, NULL);
// Clean up
View::DestroyViews();
ScriptingHost::FinalShutdown();
return true;
}