/*
* 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);
}
}