/* * Copyright (C) 2016 Google Inc. All Rights Reserved. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package com.google.android.apps.santatracker.doodles.shared; import android.os.ConditionVariable; import android.os.Handler; import android.os.Looper; import android.os.Message; /** * Thread subclass which handles refreshing the game logic. */ public class LogicRefreshThread extends Thread { private static final int REFRESH_MODEL = 0; // Wait at least this long between updates. // Update at 120 FPS so that stutters due to draw-loop synchronization are less noticeable. private static final int MODEL_INTERVAL_MS = 1000 / 60; private Handler handler; private final ConditionVariable handlerCreatedCV = new ConditionVariable(); // Toggled in start/stop, and used in handleMessage to conditionally schedule the next refresh. private volatile boolean running; private GameLoop gameLoop; private long lastTick; private int framesSkippedSinceLastUpdate = 0; public LogicRefreshThread() { setPriority(Thread.MAX_PRIORITY); } @Override public void run() { Looper.prepare(); handler = new Handler() { @Override public void handleMessage(Message msg) { if (running && gameLoop != null) { if (msg.what == REFRESH_MODEL) { float deltaMs = System.currentTimeMillis() - lastTick; // Cap deltaMs. Better for game to appear to slow down than have skips/jumps. deltaMs = Math.min(100, deltaMs); deltaMs *= Debug.SPEED_MULTIPLIER; lastTick = System.currentTimeMillis(); framesSkippedSinceLastUpdate++; if (framesSkippedSinceLastUpdate >= Debug.FRAME_SKIP) { framesSkippedSinceLastUpdate = 0; if (gameLoop != null) { gameLoop.update(deltaMs); } } // Wait different amounts of time depending on how much time the game loop took. // Wait at least 1ms to avoid a mysterious memory leak. long timeToUpdate = System.currentTimeMillis() - lastTick; sendEmptyMessageDelayed(REFRESH_MODEL, Math.max(1, MODEL_INTERVAL_MS - timeToUpdate)); } } } }; handlerCreatedCV.open(); Looper.loop(); } public void startHandler(GameLoop gameLoop) { this.gameLoop = gameLoop; running = true; lastTick = System.currentTimeMillis(); handlerCreatedCV.block(); handler.sendEmptyMessage(REFRESH_MODEL); } public void stopHandler() { running = false; gameLoop = null; handlerCreatedCV.block(); handler.removeMessages(REFRESH_MODEL); } }