111 lines
2.2 KiB
C++
111 lines
2.2 KiB
C++
#include <glibmm.h>
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#include <vector>
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#include <iostream>
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#include <time.h>
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#include <stdlib.h>
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#include "defines.h"
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#include "Buffer.h"
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#include "Buffers.h"
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#define NUMTHREADS 20
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#define USECS 1000
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using namespace std;
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// we use a pointer because we can only use objects from the threading library
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// once the threading has been initialised, this is only done in main.
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Buffers* buffers;
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void reader(void);
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void writer(void);
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int main(void)
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{
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srand( time(NULL) );
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Glib::init();
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// our main loop with support for signals and all that jazz
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//Glib::RefPtr<Glib::MainLoop> Main = Glib::MainLoop::create();
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buffers = new Buffers(NUMBUFS);
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vector<Glib::Threads::Thread::*> readers;
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vector<Glib::Threads::Thread::*> writers;
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for(int i = 0; i < NUMTHREADS; i++)
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{
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readers.push_back( Glib::Threads::Thread::create( sigc::ptr_fun( &reader), false ) );
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writers.push_back( Glib::Threads::Thread::create( sigc::ptr_fun( &writer), false ) );
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}
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//Main->run();
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int count = 0;
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while(1) {
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count++;
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if( count % 100 == 0 )
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{
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frame_t frame = buffers->get(rand()%NUMBUFS)->get();
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for(int i = 0; i < HEIGHT; i++)
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{
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for(int j = 0; j < WIDTH; j++)
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cout << ((frame.windows[i][j] >= 120) ? 'X' : '.');
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cout << endl;
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}
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cout << endl;
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for(int i = 0; i < SEGWIDTH; i++)
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cout << frame.segments[i].r;
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cout << endl << endl;
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}
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Glib::usleep( 10000 );
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}//*/
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return 0;
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}
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void reader(void)
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{
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bool quit = false;
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frame_t frame;
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int bufnum = 0;
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while( !quit )
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{
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bufnum = rand()%NUMBUFS;
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frame = buffers->get(bufnum)->get();
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// cout << "read " << bufnum << endl;
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Glib::usleep( rand()%USECS );
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}
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}
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void writer(void)
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{
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frame_t frame;
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bool quit = false;
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int bufnum = 0;
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while( !quit )
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{
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bufnum = rand()%NUMBUFS;
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for(int i = 0; i < 7; i++)
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{
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for(int j = 0; j < 12; j++)
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{
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frame.windows[i][j] = rand()%255;
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}
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}
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for(int i = 0; i < 12; i++)
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{
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frame.segments[i].r = 33+rand()%90;
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frame.segments[i].g = 33+rand()%90;
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frame.segments[i].b = 33+rand()%90;
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}
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buffers->get(bufnum)->set( frame );
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// cout << "wrote " << bufnum << endl;
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Glib::usleep( rand()%USECS );
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}
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}
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