Reputation:
I have tried various setups with input and my one second timer but nothing is working. The entire code is brought to a halt when it reaches the part asking for input. I have an unbuffered stream, so I don't need to press enter to send the input. Also the purpose of this is for a pac-man game I'm designing for terminal use. What I want is basically to have a one second interval where the user can enter a command. If no command is entered, I want the pac-man to continue moving the direction it was moving the last time a command was entered.
EDIT:
time_t startTime, curTime;
time(&startTime);
do
{
input=getchar();
time(&curTime);
} while((curTime - startTime) < 1);
Upvotes: 0
Views: 2909
Reputation: 9587
My gut feeling tells me this:
Make sure your access to the queue is synchronized.
// I/O Thread:
while (!stop) {
input = getchar();
lock_queue();
queue.push_back(input);
unlock_queue();
}
// Timer Thread:
while (!stop) {
lock_queue();
if (queue.size() == 0) {
action = DEFAULT_ACTION;
} else {
// either handle multiple key events somehow
// or use the last key event:
action = queue.back();
queue.clear();
}
unlock_queue();
perform_action(action);
sleep();
}
Full example posted as a Github Gist.
Upvotes: 0
Reputation: 58500
On Unix, you can simply use select or poll with a timeout on the standard input file descriptor (STDIN_FILENO, or fileno(stdin)). I would not bring in mouse traps built of signals and threads just for this.
Upvotes: 1
Reputation: 5786
You could use a non-blocking input function such as getch() but it isn't very cross platform compatible.
Ideally you should be using events to update the game state, depending on which OS you are targeting you could use the OS events for key press or maybe a library such as SDL.
Upvotes: 0
Reputation: 4953
You could try using alarm()
(or similar timer function) to throw and have your application catch a SIGALRM
, though this is definitely overkill for PacMac. Consider using a separate thread (POSIX thread) to control a timer.
Upvotes: 2