Use two timers in game.loop

db4
Doug Coleman 2010-06-16 16:09:51 -05:00
parent 22faa12205
commit d4e30aedcf
1 changed files with 33 additions and 41 deletions

View File

@ -3,18 +3,18 @@ USING: accessors timers alien.c-types calendar classes.struct
continuations destructors fry kernel math math.order memory
namespaces sequences specialized-vectors system
tools.memory ui ui.gadgets.worlds vm vocabs.loader arrays
benchmark.struct ;
benchmark.struct locals ;
IN: game.loop
TUPLE: game-loop
{ tick-interval-nanos integer read-only }
tick-delegate
draw-delegate
{ last-tick integer }
{ running? boolean }
{ tick# integer }
{ frame# integer }
timer
tick-timer
draw-timer
benchmark-data ;
STRUCT: game-loop-benchmark
@ -33,16 +33,6 @@ SPECIALIZED-VECTOR: game-loop-benchmark
GENERIC: tick* ( delegate -- )
GENERIC: draw* ( tick-slice delegate -- )
SYMBOL: game-loop
: since-last-tick ( loop -- nanos )
last-tick>> nano-count swap - ;
: tick-slice ( loop -- slice )
[ since-last-tick ] [ tick-interval-nanos>> ] bi /f 1.0 min ;
CONSTANT: MAX-FRAMES-TO-SKIP 5
DEFER: stop-loop
TUPLE: game-loop-error game-loop error ;
@ -54,7 +44,7 @@ TUPLE: game-loop-error game-loop error ;
[ drop stop-loop ] [ \ game-loop-error boa ?ui-error ] 2bi ;
: fps ( fps -- nanos )
1,000,000,000 swap /i ; inline
[ 1,000,000,000 ] dip /i ; inline
<PRIVATE
@ -63,10 +53,15 @@ TUPLE: game-loop-error game-loop error ;
[ frame#>> <game-loop-benchmark> ]
[ benchmark-data>> ] tri push ;
: last-tick-percent-offset ( loop -- float )
[ draw-timer>> iteration-start-nanos>> nano-count swap - ]
[ tick-interval-nanos>> ] bi /f 1.0 min ;
: redraw ( loop -- )
[ 1 + ] change-frame#
[
[ tick-slice ] [ draw-delegate>> ] bi [ draw* ] with-benchmarking
[ last-tick-percent-offset ] [ draw-delegate>> ] bi
[ draw* ] with-benchmarking
] keep record-benchmarking ;
: tick ( loop -- )
@ -76,43 +71,41 @@ TUPLE: game-loop-error game-loop error ;
: increment-tick ( loop -- )
[ 1 + ] change-tick#
dup tick-interval-nanos>> '[ _ + ] change-last-tick
drop ;
: ?tick ( loop count -- )
[ nano-count >>last-tick drop ] [
over [ since-last-tick ] [ tick-interval-nanos>> ] bi >=
[ [ drop increment-tick ] [ drop tick ] [ 1 - ?tick ] 2tri ]
[ 2drop ] if
] if-zero ;
PRIVATE>
: (game-tick) ( loop -- )
dup running?>>
[ [ MAX-FRAMES-TO-SKIP ?tick ] [ redraw ] bi ]
[ drop ] if ;
: game-tick ( loop -- )
dup game-loop [
[ (game-tick) ] [ game-loop-error ] recover
] with-variable ;
:: when-running ( loop quot -- )
[
loop
dup running?>> quot [ drop ] if
] [
loop game-loop-error
] recover ; inline
: tick-iteration ( loop -- )
[ [ tick ] [ increment-tick ] bi ] when-running ;
: frame-iteration ( loop -- )
[ redraw ] when-running ;
: start-loop ( loop -- )
nano-count >>last-tick
t >>running?
[
[ '[ _ game-tick ] f ]
[ tick-interval-nanos>> nanoseconds ] bi
<timer>
] keep [ timer<< ] [ drop start-timer ] 2bi ;
dup
[ '[ _ tick-iteration ] f ]
[ tick-interval-nanos>> nanoseconds ] bi <timer> >>tick-timer
dup '[ _ frame-iteration ] f 1 milliseconds <timer> >>draw-timer
[ tick-timer>> ] [ draw-timer>> ] bi [ start-timer ] bi@ ;
: stop-loop ( loop -- )
f >>running?
timer>> stop-timer ;
[ tick-timer>> ] [ draw-timer>> ] bi [ stop-timer ] bi@ ;
: <game-loop*> ( tick-interval-nanos tick-delegate draw-delegate -- loop )
nano-count f 0 0 f
f 0 0 f f
game-loop-benchmark-vector{ } clone
game-loop boa ;
@ -123,4 +116,3 @@ M: game-loop dispose
stop-loop ;
{ "game.loop" "prettyprint" } "game.loop.prettyprint" require-when