[Fix] -- Mem leak due to allocating memory for the player each frame.

-- This is not functioning fully yet, the push is just to check out the new twitter feed.
This commit is contained in:
Rtch90 2011-11-01 23:20:15 +00:00
parent 756b86ee58
commit 2d0681266c
6 changed files with 98 additions and 47 deletions

View File

@ -76,26 +76,26 @@
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<value type="QString">PWD=/home/allanis</value> <value type="QString">PWD=/home/allanis</value>
<value type="QString">QTDIR=/usr/share/qt4</value> <value type="QString">QTDIR=/usr/share/qt4</value>
<value type="QString">SHELL=/bin/bash</value> <value type="QString">SHELL=/bin/bash</value>
<value type="QString">SHLVL=1</value> <value type="QString">SHLVL=1</value>
<value type="QString">SSH_AGENT_PID=4618</value> <value type="QString">SSH_AGENT_PID=3289</value>
<value type="QString">SSH_AUTH_SOCK=/tmp/ssh-GLBfmvFD4589/agent.4589</value> <value type="QString">SSH_AUTH_SOCK=/tmp/ssh-bmvArYgf3264/agent.3264</value>
<value type="QString">TERM=linux</value> <value type="QString">TERM=linux</value>
<value type="QString">USER=allanis</value> <value type="QString">USER=allanis</value>
<value type="QString">WINDOWPATH=7</value> <value type="QString">WINDOWPATH=7</value>
<value type="QString">XAUTHORITY=/home/allanis/.Xauthority</value> <value type="QString">XAUTHORITY=/home/allanis/.Xauthority</value>
<value type="QString">XDG_SESSION_COOKIE=6de6dd7b78e791242262c6460000012e-1318168661.569853-1852884431</value> <value type="QString">XDG_SESSION_COOKIE=6de6dd7b78e791242262c6460000012e-1319816808.532592-2012073557</value>
<value type="QString">_=/usr/bin/startx</value> <value type="QString">_=/usr/bin/startx</value>
</valuelist> </valuelist>
<value key="abstractProcess.IgnoreReturnValue" type="bool">true</value> <value key="abstractProcess.IgnoreReturnValue" type="bool">true</value>
@ -181,7 +180,7 @@
</valuelist> </valuelist>
<value key="abstractProcess.command" type="QString">/usr/bin/make</value> <value key="abstractProcess.command" type="QString">/usr/bin/make</value>
<value key="abstractProcess.enabled" type="bool">true</value> <value key="abstractProcess.enabled" type="bool">true</value>
<value key="abstractProcess.workingDirectory" type="QString">/drv/storage/Projects/Portfolio/saracraft/trunk/Unuk/Unuk-QT</value> <value key="abstractProcess.workingDirectory" type="QString">/home/allanis/Unuk/Unuk-QT</value>
<value key="cleanConfig" type="bool">true</value> <value key="cleanConfig" type="bool">true</value>
<valuelist key="makeargs" type="QVariantList"> <valuelist key="makeargs" type="QVariantList">
<value type="QString">clean</value> <value type="QString">clean</value>

View File

@ -16,17 +16,23 @@
#include "../libUnuk/Debug.h" #include "../libUnuk/Debug.h"
Game::Game(void) { Game::Game(void) {
m_assets = false;
//m_player = new Player();
//m_player->SetSprite();
m_rotationAngle = 0.0f; m_rotationAngle = 0.0f;
} }
Game::~Game(void) { Game::~Game(void) {
DeleteAssets();
} }
bool Game::Init(void) { bool Game::Init(void) {
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL); glDepthFunc(GL_LEQUAL);
LoadAssets();
m_assets = true;
return true; return true;
} }
@ -46,7 +52,6 @@ void Game::Prepare(float dt) {
if(m_rotationAngle > 360.0f) { if(m_rotationAngle > 360.0f) {
m_rotationAngle -= 360.0f; m_rotationAngle -= 360.0f;
} }
} }
void Game::Render(void) { void Game::Render(void) {
@ -57,10 +62,12 @@ void Game::Render(void) {
glRasterPos2i(0, 0); glRasterPos2i(0, 0);
// Draw the test image. // Draw the test image.
m_player->Render(); if(m_assets) {
m_player->Render();
}
glFlush(); glFlush();
//glutSwapBuffers();
glDisable(GL_TEXTURE_2D); glDisable(GL_TEXTURE_2D);
// Get frames per second. // Get frames per second.
@ -80,19 +87,46 @@ void Game::Render(void) {
void Game::Shutdown(void) { void Game::Shutdown(void) {
Debug::logger->message("\n\n-----Cleaning Up-----"); Debug::logger->message("\n\n-----Cleaning Up-----");
m_player->CleanUp(); m_player->CleanUp();
delete m_player;
Debug::logger->message("\nPlayer Deleted."); Debug::logger->message("\nPlayer Deleted.");
Debug::closeLog(); Debug::closeLog();
} }
void Game::UpdateProjection(void) { void Game::UpdateProjection(void) {
GLint iViewport[4];
// Get a copy of the viewport.
glGetIntegerv(GL_VIEWPORT, iViewport);
glPushMatrix();
glLoadIdentity();
// Save a copy of the projection matrix so that we can restore
// it when it's time to do 3D rendering again.
glMatrixMode(GL_PROJECTION); glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity(); glLoadIdentity();
// Set up the orthographic projection. // Set up the orthographic projection.
glOrtho(-1.0, 1.0, -1.0, 1.0, 1.0, 1000.0); glOrtho( iViewport[0], iViewport[0] + iViewport[2],
iViewport[1] + iViewport[3], iViewport[1], -1, 1);
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity(); glLoadIdentity();
// Make sure depth testing and lighting are disabled for 2D rendering
//until we are finished rendering in 2D.
glPushAttrib(GL_DEPTH_BUFFER_BIT | GL_LIGHTING_BIT);
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
// glMatrixMode(GL_PROJECTION);
// glLoadIdentity();
//
// // Set up the orthographic projection.
// glOrtho(-1.0, 1.0, -1.0, 1.0, 1.0, 1000.0);
//
// glMatrixMode(GL_MODELVIEW);
// glLoadIdentity();
} }
void Game::OnResize(int width, int height) { void Game::OnResize(int width, int height) {
@ -105,3 +139,12 @@ void Game::OnResize(int width, int height) {
// Set the projection. // Set the projection.
UpdateProjection(); UpdateProjection();
} }
void Game::LoadAssets(void) {
m_player = new Player();
m_player->SetSprite();
}
void Game::DeleteAssets(void) {
delete m_player;
}

View File

@ -17,8 +17,12 @@ public:
void OnResize(int width, int height); void OnResize(int width, int height);
private: private:
void LoadAssets(void);
void DeleteAssets(void);
float m_rotationAngle; float m_rotationAngle;
Player *m_player; Player *m_player;
bool m_assets;
}; };
#endif #endif

View File

@ -5,30 +5,31 @@
#include "../libUnuk/Input.h" #include "../libUnuk/Input.h"
#include "Player.h" #include "Player.h"
Player::Player(void) : Player::Player(void) : m_posx(0), m_posy(0) {
m_posx(0), //m_player = new Sprite("../Data/Media/test.bmp");
m_posy(0) {} }
Player::~Player(void) { Player::~Player(void) {
CleanUp(); CleanUp();
} }
void Player::Prepare(void) { void Player::Prepare(void) {
m_player = new Sprite("../Data/Media/test.bmp");
// I borked up the image loader, so for now we will // I borked up the image loader, so for now we will
// rotate the image 180 degrees. // rotate the image 180 degrees.
m_player->Rotate(180); m_player->Rotate(180);
m_player->SetScale(0.5f, 0.5f); m_player->SetScale(0.5f, 0.5f);
// Set our pivot to the top right. //Set our pivot to the top right.
m_player->SetPivot(1.0f, 1.0f); m_player->SetPivot(1.0f, 1.0f);
CreateInput();
// Move the player. // Move the player.
if(KeyStillDown(SDLK_w) || KeyStillDown(SDLK_UP)) { SetVelocity(0, -5); } if(KeyStillDown(SDLK_w) || KeyStillDown(SDLK_UP)) { SetVelocity(0, -5); }
if(KeyStillDown(SDLK_a) || KeyStillDown(SDLK_LEFT)) { SetVelocity(-5, 0); } if(KeyStillDown(SDLK_a) || KeyStillDown(SDLK_LEFT)) { SetVelocity(-5, 0); }
if(KeyStillDown(SDLK_s) || KeyStillDown(SDLK_DOWN)) { SetVelocity( 0, 5); } if(KeyStillDown(SDLK_s) || KeyStillDown(SDLK_DOWN)) { SetVelocity( 0, 5); }
if(KeyStillDown(SDLK_d) || KeyStillDown(SDLK_RIGHT)) { SetVelocity( 5, 0); } if(KeyStillDown(SDLK_d) || KeyStillDown(SDLK_RIGHT)) { SetVelocity( 5, 0); }
UpdateInput();
SetPosition(m_posx, m_posy); SetPosition(m_posx, m_posy);
} }
void Player::Render(void) { void Player::Render(void) {
@ -36,8 +37,12 @@ void Player::Render(void) {
m_player->Render(); m_player->Render();
} }
void Player::SetSprite(void) {
m_player = new Sprite("../Data/Media/test.bmp");
}
void Player::SetPosition(GLdouble posx, GLdouble posy) { void Player::SetPosition(GLdouble posx, GLdouble posy) {
// -- Set the position of the player sprite. // Set the position of the player sprite.
m_posx = posx; m_posx = posx;
m_posy = posy; m_posy = posy;

View File

@ -11,17 +11,17 @@ public:
void Prepare(void); void Prepare(void);
void Render(void); void Render(void);
void SetSprite(void);
void SetPosition(GLdouble posx, GLdouble posy); void SetPosition(GLdouble posx, GLdouble posy);
void SetVelocity(GLdouble velx, GLdouble vely); void SetVelocity(GLdouble velx, GLdouble vely);
void CleanUp(void); void CleanUp(void);
private: private:
Sprite *m_player; Sprite* m_player;
// Position variables. // Position variables.
GLdouble m_tempx;
GLdouble m_tempy;
GLdouble m_posx; GLdouble m_posx;
GLdouble m_posy; GLdouble m_posy;

View File

@ -34,11 +34,11 @@ int ResizeWindow(int width, int height) {
// Height and width ration. // Height and width ration.
GLfloat ratio; GLfloat ratio;
// Prevent devide by zero. // Prevent divide by zero.
if(height == 0) if(height == 0)
height = 1; height = 1;
ratio = (GLfloat )width / (GLfloat)height; ratio = (GLfloat)width / (GLfloat)height;
// Setup our viewport. // Setup our viewport.
glViewport(0, 0, (GLsizei)width, (GLsizei)height); glViewport(0, 0, (GLsizei)width, (GLsizei)height);
@ -170,13 +170,13 @@ int main() {
// Initialize OpenGL. // Initialize OpenGL.
InitGL(); InitGL();
// Resize the initial window. game.Init();
ResizeWindow(SCREEN_WIDTH, SCREEN_HEIGHT); Debug::logger->message("Game Initialize!");
Debug::logger->message("\n\n-----Engine Initialization Complete-----"); Debug::logger->message("\n\n-----Engine Initialization Complete-----");
Debug::logger->message("\n\n-----Logic-----"); Debug::logger->message("\n\n-----Logic-----");
while(!done) { while(!done) {
CreateInput();
// Time to poll events. // Time to poll events.
while(SDL_PollEvent(&event)) { while(SDL_PollEvent(&event)) {
switch(event.type) { switch(event.type) {
@ -184,7 +184,7 @@ int main() {
// Handle resize events. // Handle resize events.
surface = SDL_SetVideoMode(event.resize.w, event.resize.h, 16, videoFlags); surface = SDL_SetVideoMode(event.resize.w, event.resize.h, 16, videoFlags);
if(!surface) { if(!surface) {
fprintf(stderr, "Could not get a surface after resize: %s\n", SDL_GetError()); Debug::logger->message("Could not get a surface after resize\n");
Quit(1); Quit(1);
} }
ResizeWindow(event.resize.w, event.resize.h); ResizeWindow(event.resize.w, event.resize.h);
@ -200,7 +200,8 @@ int main() {
default: default:
break; break;
} }
UpdateInput(); //CreateInput();
//UpdateInput();
} }
// Render the scene. // Render the scene.
float elapsedTime = GetElapsedSeconds(); float elapsedTime = GetElapsedSeconds();
@ -216,4 +217,3 @@ int main() {
// We should never get here. // We should never get here.
return(0); return(0);
} }