diff --git a/src/engine/entity.cpp b/src/engine/entity.cpp index 3117460e..cd7b6fc2 100644 --- a/src/engine/entity.cpp +++ b/src/engine/entity.cpp @@ -31,6 +31,8 @@ Entity::Entity() : #endif m_gamegroup = GAMEGROUP_ENTITY; m_drawgroup = DRAWGROUP_ENTITY; + /* FIXME: is this a problem? because the object can + * be ticked before the constructor is finished! */ Ticker::Register(this); } diff --git a/src/engine/ticker.cpp b/src/engine/ticker.cpp index c79690ea..147e4a30 100644 --- a/src/engine/ticker.cpp +++ b/src/engine/ticker.cpp @@ -56,7 +56,7 @@ public: private: /* Entity management */ - array m_todolist, m_autolist; + array m_todolist, m_todolist_delayed, m_autolist; array m_list[Entity::ALLGROUP_END]; array m_scenes[Entity::ALLGROUP_END]; int nentities; @@ -99,7 +99,7 @@ void Ticker::Register(Entity *entity) /* If we are called from its constructor, the object's vtable is not * ready yet, so we do not know which group this entity belongs to. Wait * until the first tick. */ - data->m_todolist.push(entity); + data->m_todolist_delayed.push(entity); /* Objects are autoreleased by default. Put them in a list. */ data->m_autolist.push(entity); @@ -387,6 +387,9 @@ void TickerData::GameThreadTick() e->InitGame(); } + data->m_todolist = data->m_todolist_delayed; + data->m_todolist_delayed.empty(); + /* Tick objects for the game loop */ for (int g = Entity::GAMEGROUP_BEGIN; g < Entity::GAMEGROUP_END && !data->quit /* Stop as soon as required */; ++g) { @@ -420,58 +423,50 @@ void TickerData::DrawThreadTick() { Profiler::Start(Profiler::STAT_TICK_DRAW); - /* Tick objects for the draw loop */ - for (int g = Entity::DRAWGROUP_BEGIN; g < Entity::DRAWGROUP_END && !data->quit /* Stop as soon as required */; ++g) + /* Render each scene one after the other */ + for (int idx = 0; idx < Scene::GetCount() && !data->quit /* Stop as soon as required */; ++idx) { - switch (g) - { - case Entity::DRAWGROUP_BEGIN: - for (int i = 0; i < Scene::GetCount(); i++) - Scene::GetScene(i).Reset(); - break; - default: - break; - } + Scene& scene = Scene::GetScene(idx); - int scene_idx = 0; - for (int i = 0; i < data->m_list[g].count() && !data->quit /* Stop as soon as required */; ++i) - { - //We're outside of the range of the current scene, on to the next - if (i >= data->m_scenes[g][scene_idx]) - ++scene_idx; + /* Enable display */ + scene.EnableDisplay(); + Renderer::Get(idx)->Clear(ClearMask::All); - Entity *e = data->m_list[g][i]; + /* Tick objects for the draw loop */ + for (int g = Entity::DRAWGROUP_BEGIN; g < Entity::DRAWGROUP_END && !data->quit /* Stop as soon as required */; ++g) + { + switch (g) + { + case Entity::DRAWGROUP_BEGIN: + scene.Reset(); + break; + default: + break; + } - if (!e->m_destroy) + for (int i = 0; i < data->m_list[g].count() && !data->quit /* Stop as soon as required */; ++i) { + Entity *e = data->m_list[g][i]; + + if (!e->m_destroy) + { #if !LOL_BUILD_RELEASE - if (e->m_tickstate != Entity::STATE_IDLE) - msg::error("entity %s [%p] not idle for draw tick\n", - e->GetName(), e); - e->m_tickstate = Entity::STATE_PRETICK_DRAW; + if (e->m_tickstate != Entity::STATE_IDLE) + msg::error("entity %s [%p] not idle for draw tick\n", + e->GetName(), e); + e->m_tickstate = Entity::STATE_PRETICK_DRAW; #endif - e->TickDraw(data->deltatime, Scene::GetScene(scene_idx)); + e->TickDraw(data->deltatime, scene); #if !LOL_BUILD_RELEASE - if (e->m_tickstate != Entity::STATE_POSTTICK_DRAW) - msg::error("entity %s [%p] missed super draw tick\n", - e->GetName(), e); - e->m_tickstate = Entity::STATE_IDLE; + if (e->m_tickstate != Entity::STATE_POSTTICK_DRAW) + msg::error("entity %s [%p] missed super draw tick\n", + e->GetName(), e); + e->m_tickstate = Entity::STATE_IDLE; #endif + } } } - } - - //Do the scene render loop - for (int idx = 0; idx < Scene::GetCount() && !data->quit /* Stop as soon as required */; ++idx) - { - Scene& scene = Scene::GetScene(idx); - - /* Enable display */ - scene.EnableDisplay(); - - Renderer::Get(idx)->Clear(ClearMask::All); - /* Do the render step */ scene.RenderPrimitives(); scene.RenderTiles(); @@ -479,8 +474,6 @@ void TickerData::DrawThreadTick() /* Disable display */ scene.DisableDisplay(); - - //break; } Profiler::Stop(Profiler::STAT_TICK_DRAW);