My issue is that my function does the job so quickly that i don't see the progress in the screen, here is my display function:
void showMaze(const Maze::Maze &m){
glPushMatrix();
glTranslatef(-1,1, 0);
for(int i=0;i<m.num_Y;i++)
{
for(int j=0;j<m.num_X;j++)
{
char c = m.maze[i][j];
if(c=='1'){ glColor3f(255,255,0);
glRectf(0.05, -0.05, -0.05,0.05);
}
if(c=='0'){ glColor3f(20,60,60);
glRectf(0.05, -0.05, -0.05,0.05);
}
glTranslatef(0.1,0, 0);
}
glTranslatef(-(m.num_X*0.1),-0.1, 0);
}
glPopMatrix();
}
The recursive function:
bool findPath(Maze* M, char m){
showMaze(*M);
glutPostRedisplay();
if(M->isFinish())
return true;
if (m!='s' && M->north()){
update(M, 'n');
if(isNew(M) && findPath(M, 'n') && M->isFinish()){
return true;
}
else{
M->south();
}
}
// .....
else{
return false;
}
}
void render()
{
glClear( GL_COLOR_BUFFER_BIT );
findPath(N,'z');
glutSwapBuffers();
}
In main:
glutDisplayFunc( render );
so my question is how do i get to wait few seconds ( so that i can see the progress ) whenever findpath is called, i've tried glutimeelapsed, sleep,gettickcount but none of do the job correctly.
Edit1: when i put something like sleep() right after calling showMaze(), nothing is displayed for few seconds, then the final screen shows, am not an expert in c++, but i suppose showMaze() should be executed first, then the sleep() function, or c++ wait to execute the whole function to display results? Edit2: i found a solution for the problem, i took X and Y o the maze whenever they change, and stored the in two vectors, and in my drawing function i display fisrt the empty maze, then i slowly add the changed X and Y.