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//=============================================================================
// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
//
// File: game.h
//
// Description: The game loop
//
// History: + Stolen and cleaned up from Svxy -- Darwin Chau
//
//=============================================================================
#ifndef GAME_H
#define GAME_H
//========================================
// Forward References
//========================================
class Platform;
struct IRadTimerList;
class GameFlow;
class RenderFlow;
#include <radtime.hpp>
class DemoProfiler
{
public:
DemoProfiler(unsigned maxFrames);
void AddChannel(unsigned c, const char* name);
void NextFrame();
void Start(unsigned c); // start timing channel c
void Stop(unsigned c); // stop timing channel c
void Set(unsigned c, unsigned val); // set sample value for channel c
unsigned GetSample(unsigned c);
unsigned GetCurrentFrame();
void Accumulate(unsigned c, unsigned val); // add value to sample for channel c
void Dump(); // print out all samples
void StartRecording();
bool IsRecording();
enum AlertStatus { PROFILER_ALERT_GREEN, PROFILER_ALERT_YELLOW, PROFILER_ALERT_RED };
AlertStatus GetAlertStatus();
private:
enum { MAX_CHANNEL = 64 };
struct Channel
{
char name[255];
unsigned* samples;
radTime64 t0;
};
bool recording;
unsigned maxFrames;
Channel* channel[MAX_CHANNEL];
unsigned nChannel;
unsigned currentFrame;
AlertStatus alertStatus;
unsigned numFramesBelow_20;
unsigned numFramesBetween_20_30;
unsigned numFramesBetween_30_40;
unsigned numFramesAbove_40;
};
extern DemoProfiler g_DemoProfiler;
//=============================================================================
//
// Synopsis: The game loop
//
//=============================================================================
class Game
{
public:
// Static Methods (for creating and getting an instance of the game)
static Game* CreateInstance( Platform* platform );
static void DestroyInstance();
static Game* GetInstance();
Platform* GetPlatform();
// Game Flow Public Methods
void Initialize();
void Terminate();
void Run();
void Stop();
IRadTimerList* GetTimerList() { return mpTimerList; }
unsigned int GetFrameCount() const { return mFrameCount; };
unsigned int GetDemoCount() const { return mDemoCount; };
void IncrementDemoCount() { ++mDemoCount; };
void SetTime( unsigned int timeMS ) { mTimeMS = timeMS; };
unsigned int GetTime() { return mTimeMS; };
static unsigned GetRandomSeed ();
private:
// Constructors, Destructors, and Operators
Game( Platform* platform );
virtual ~Game();
// Unused Constructors, Destructors, and Operators
Game();
Game( const Game& aGame );
Game& operator=( const Game& aGame );
// Static Singleton Attribute
static Game* spInstance;
// Private Attributes
Platform* mpPlatform;
IRadTimerList* mpTimerList;
GameFlow* mpGameFlow;
RenderFlow* mpRenderFlow;
unsigned int mFrameCount;
bool mExitNow;
unsigned int mDemoCount;
unsigned int mTimeMS;
};
inline Game* GetGame() { return( Game::GetInstance() ); }
#endif // GAME_H
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