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authorWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-12-05 11:06:40 +0100
committerWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-12-05 11:06:40 +0100
commitd78ba1aafe83b4d5cb64ea696089e7517691cd6f (patch)
tree3f15f1b762dce104d01e19a8290198584555965f
parent7a9da9c1be04f401a701931f59ee85b1d37f0de0 (diff)
make format
-rw-r--r--src/crepe/api/LoopManager.cpp12
-rw-r--r--src/crepe/api/LoopManager.h5
-rw-r--r--src/crepe/api/LoopTimer.cpp27
-rw-r--r--src/crepe/api/LoopTimer.h6
-rw-r--r--src/test/LoopManagerTest.cpp46
-rw-r--r--src/test/LoopTimerTest.cpp87
6 files changed, 87 insertions, 96 deletions
diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp
index 040cb93..5879d79 100644
--- a/src/crepe/api/LoopManager.cpp
+++ b/src/crepe/api/LoopManager.cpp
@@ -1,12 +1,12 @@
#include "../facade/SDLContext.h"
+#include "../manager/EventManager.h"
#include "../system/AnimatorSystem.h"
#include "../system/CollisionSystem.h"
#include "../system/ParticleSystem.h"
#include "../system/PhysicsSystem.h"
#include "../system/RenderSystem.h"
#include "../system/ScriptSystem.h"
-#include "../manager/EventManager.h"
#include "LoopManager.h"
@@ -20,9 +20,8 @@ LoopManager::LoopManager() {
this->load_system<PhysicsSystem>();
this->load_system<RenderSystem>();
this->load_system<ScriptSystem>();
- EventManager::get_instance().subscribe<ShutDownEvent>([this](const ShutDownEvent& event) {
- return this->on_shutdown(event);
- });
+ EventManager::get_instance().subscribe<ShutDownEvent>(
+ [this](const ShutDownEvent & event) { return this->on_shutdown(event); });
this->loop_timer = make_unique<LoopTimer>();
this->mediator.loop_timer = *loop_timer;
}
@@ -41,7 +40,7 @@ void LoopManager::loop() {
while (game_running) {
this->loop_timer->update();
-
+
while (this->loop_timer->get_lag() >= this->loop_timer->get_fixed_delta_time()) {
this->process_input();
this->fixed_update();
@@ -55,7 +54,6 @@ void LoopManager::loop() {
}
void LoopManager::setup() {
-
this->game_running = true;
this->loop_timer->start();
@@ -67,7 +65,7 @@ void LoopManager::render() {
this->get_system<RenderSystem>().update();
}
-bool LoopManager::on_shutdown(const ShutDownEvent & e){
+bool LoopManager::on_shutdown(const ShutDownEvent & e) {
this->game_running = false;
return false;
}
diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h
index c50f5aa..6a212eb 100644
--- a/src/crepe/api/LoopManager.h
+++ b/src/crepe/api/LoopManager.h
@@ -5,10 +5,8 @@
#include "../facade/SDLContext.h"
#include "../manager/ComponentManager.h"
#include "../manager/SceneManager.h"
-#include "../manager/SceneManager.h"
#include "../system/System.h"
-
#include "api/Event.h"
#include "api/LoopTimer.h"
@@ -28,7 +26,6 @@ public:
* Developers need to call this function to run the game.
*/
void start();
-
/**
* \brief Add a new concrete scene to the scene manager
@@ -101,8 +98,8 @@ private:
SDLContext & sdl_context = SDLContext::get_instance();
//! loop timer instance
std::unique_ptr<LoopTimer> loop_timer;
+
private:
-
/**
* \brief Callback function for ShutDownEvent
*
diff --git a/src/crepe/api/LoopTimer.cpp b/src/crepe/api/LoopTimer.cpp
index eedb5ee..8fb7ce8 100644
--- a/src/crepe/api/LoopTimer.cpp
+++ b/src/crepe/api/LoopTimer.cpp
@@ -10,13 +10,13 @@ using namespace crepe;
LoopTimer::LoopTimer() { dbg_trace(); }
-
void LoopTimer::start() {
this->last_frame_time = std::chrono::steady_clock::now();
-
+
this->elapsed_time = std::chrono::milliseconds(0);
// by starting the elapsed_fixed_time at (0 - fixed_delta_time) in milliseconds it calls a fixed update at the start of the loop.
- this->elapsed_fixed_time = -std::chrono::duration_cast<std::chrono::milliseconds>(fixed_delta_time);
+ this->elapsed_fixed_time
+ = -std::chrono::duration_cast<std::chrono::milliseconds>(fixed_delta_time);
this->delta_time = std::chrono::milliseconds(0);
}
@@ -30,7 +30,7 @@ void LoopTimer::update() {
this->delta_time = this->maximum_delta_time;
}
this->actual_fps = 1.0 / this->delta_time.count();
-
+
this->delta_time *= this->game_scale;
this->elapsed_time += this->delta_time;
this->last_frame_time = current_frame_time;
@@ -56,17 +56,18 @@ void LoopTimer::set_game_scale(double value) { this->game_scale = value; }
double LoopTimer::get_game_scale() const { return this->game_scale; }
void LoopTimer::enforce_frame_rate() {
- auto current_frame_time = std::chrono::steady_clock::now();
- auto frame_duration = current_frame_time - this->last_frame_time;
+ auto current_frame_time = std::chrono::steady_clock::now();
+ auto frame_duration = current_frame_time - this->last_frame_time;
- // Check if frame duration is less than the target frame time
- if (frame_duration < this->frame_target_time) {
- auto delay_time = std::chrono::duration_cast<std::chrono::microseconds>(this->frame_target_time - frame_duration);
+ // Check if frame duration is less than the target frame time
+ if (frame_duration < this->frame_target_time) {
+ auto delay_time = std::chrono::duration_cast<std::chrono::microseconds>(
+ this->frame_target_time - frame_duration);
- if (delay_time.count() > 0) {
- std::this_thread::sleep_for(delay_time);
- }
- }
+ if (delay_time.count() > 0) {
+ std::this_thread::sleep_for(delay_time);
+ }
+ }
}
double LoopTimer::get_lag() const {
diff --git a/src/crepe/api/LoopTimer.h b/src/crepe/api/LoopTimer.h
index e348628..c4294d7 100644
--- a/src/crepe/api/LoopTimer.h
+++ b/src/crepe/api/LoopTimer.h
@@ -90,8 +90,6 @@ private:
*/
double get_lag() const;
-
-
/**
* \brief Update the timer to the current frame.
*
@@ -120,7 +118,8 @@ private:
//! Delta time for the current frame in seconds
std::chrono::duration<double> delta_time{0.0};
//! Target time per frame in seconds
- std::chrono::duration<double> frame_target_time = std::chrono::duration<double>(1.0) / target_fps;
+ std::chrono::duration<double> frame_target_time
+ = std::chrono::duration<double>(1.0) / target_fps;
//! Fixed delta time for fixed updates in seconds
std::chrono::duration<double> fixed_delta_time = std::chrono::duration<double>(1.0) / 50.0;
//! Total elapsed game time in seconds
@@ -129,7 +128,6 @@ private:
std::chrono::duration<double> elapsed_fixed_time{0.0};
//! Time of the last frame
std::chrono::steady_clock::time_point last_frame_time;
-
};
} // namespace crepe
diff --git a/src/test/LoopManagerTest.cpp b/src/test/LoopManagerTest.cpp
index 7937649..5897906 100644
--- a/src/test/LoopManagerTest.cpp
+++ b/src/test/LoopManagerTest.cpp
@@ -1,43 +1,45 @@
-#include <gtest/gtest.h>
#include <chrono>
+#include <gtest/gtest.h>
#include <thread>
#define private public
#define protected public
-#include "api/LoopTimer.h"
#include "api/LoopManager.h"
+#include "api/LoopTimer.h"
using namespace std::chrono;
using namespace crepe;
class LoopManagerTest : public ::testing::Test {
protected:
- LoopManager loop_manager;
+ LoopManager loop_manager;
- void SetUp() override {
- // Setting up loop manager and start the loop
- loop_manager.loop_timer->set_target_fps(60);
- }
+ void SetUp() override {
+ // Setting up loop manager and start the loop
+ loop_manager.loop_timer->set_target_fps(60);
+ }
};
//Test to check if exactly 5 fixed updates are done every second (50Hz)
TEST_F(LoopManagerTest, FixedUpdate) {
- loop_manager.loop_timer->fixed_delta_time = std::chrono::milliseconds(20);
+ loop_manager.loop_timer->fixed_delta_time = std::chrono::milliseconds(20);
loop_manager.loop_timer->set_target_fps(50);
- int fixed_update_count = 0;
+ int fixed_update_count = 0;
loop_manager.loop_timer->start();
- // We want to simulate the game loop for about 1 second
- auto start_time = steady_clock::now();
+ // We want to simulate the game loop for about 1 second
+ auto start_time = steady_clock::now();
- // Simulate the game loop for 1 second
- while (duration_cast<milliseconds>(steady_clock::now() - start_time) < std::chrono::milliseconds(1000)) {
+ // Simulate the game loop for 1 second
+ while (duration_cast<milliseconds>(steady_clock::now() - start_time)
+ < std::chrono::milliseconds(1000)) {
loop_manager.loop_timer->update();
- // Simulate processing fixed updates while there's lag to advance
- while (loop_manager.loop_timer->get_lag() >= loop_manager.loop_timer->get_fixed_delta_time()) {
- fixed_update_count++;
- loop_manager.loop_timer->advance_fixed_update();
- }
-
- loop_manager.loop_timer->enforce_frame_rate();
- }
- ASSERT_EQ(fixed_update_count, 50);
+ // Simulate processing fixed updates while there's lag to advance
+ while (loop_manager.loop_timer->get_lag()
+ >= loop_manager.loop_timer->get_fixed_delta_time()) {
+ fixed_update_count++;
+ loop_manager.loop_timer->advance_fixed_update();
+ }
+
+ loop_manager.loop_timer->enforce_frame_rate();
+ }
+ ASSERT_EQ(fixed_update_count, 50);
}
diff --git a/src/test/LoopTimerTest.cpp b/src/test/LoopTimerTest.cpp
index 6e3f118..9068c72 100644
--- a/src/test/LoopTimerTest.cpp
+++ b/src/test/LoopTimerTest.cpp
@@ -1,5 +1,5 @@
-#include <gtest/gtest.h>
#include <chrono>
+#include <gtest/gtest.h>
#include <thread>
#define private public
#define protected public
@@ -10,72 +10,67 @@ using namespace crepe;
class LoopTimerTest : public ::testing::Test {
protected:
- LoopTimer loop_timer;
+ LoopTimer loop_timer;
- void SetUp() override {
- loop_timer.start();
- }
+ void SetUp() override { loop_timer.start(); }
};
TEST_F(LoopTimerTest, EnforcesTargetFrameRate) {
- // Set the target FPS to 60 (which gives a target time per frame of ~16.67 ms)
- loop_timer.set_target_fps(60);
+ // Set the target FPS to 60 (which gives a target time per frame of ~16.67 ms)
+ loop_timer.set_target_fps(60);
- auto start_time = steady_clock::now();
- loop_timer.enforce_frame_rate();
+ auto start_time = steady_clock::now();
+ loop_timer.enforce_frame_rate();
- auto elapsed_time = steady_clock::now() - start_time;
- auto elapsed_ms = duration_cast<milliseconds>(elapsed_time).count();
+ auto elapsed_time = steady_clock::now() - start_time;
+ auto elapsed_ms = duration_cast<milliseconds>(elapsed_time).count();
- // For 60 FPS, the target frame time is around 16.67ms
- ASSERT_GE(elapsed_ms, 16); // Make sure it's at least 16 ms (could be slightly more)
- ASSERT_LE(elapsed_ms, 18); // Ensure it's not too much longer
+ // For 60 FPS, the target frame time is around 16.67ms
+ ASSERT_GE(elapsed_ms, 16); // Make sure it's at least 16 ms (could be slightly more)
+ ASSERT_LE(elapsed_ms, 18); // Ensure it's not too much longer
}
TEST_F(LoopTimerTest, SetTargetFps) {
- // Set the target FPS to 120
- loop_timer.set_target_fps(120);
-
- // Calculate the expected frame time (~8.33ms per frame)
- auto expected_frame_time = std::chrono::duration<double>(1.0 / 120.0);
+ // Set the target FPS to 120
+ loop_timer.set_target_fps(120);
- ASSERT_NEAR(loop_timer.frame_target_time.count(), expected_frame_time.count(), 0.001);
+ // Calculate the expected frame time (~8.33ms per frame)
+ auto expected_frame_time = std::chrono::duration<double>(1.0 / 120.0);
+
+ ASSERT_NEAR(loop_timer.frame_target_time.count(), expected_frame_time.count(), 0.001);
}
TEST_F(LoopTimerTest, DeltaTimeCalculation) {
- // Set the target FPS to 60 (16.67 ms per frame)
- loop_timer.set_target_fps(60);
+ // Set the target FPS to 60 (16.67 ms per frame)
+ loop_timer.set_target_fps(60);
+
+ auto start_time = steady_clock::now();
+ loop_timer.update();
+ auto end_time = steady_clock::now();
- auto start_time = steady_clock::now();
- loop_timer.update();
- auto end_time = steady_clock::now();
+ // Check the delta time
+ double delta_time = loop_timer.get_delta_time();
- // Check the delta time
- double delta_time = loop_timer.get_delta_time();
+ auto elapsed_time = duration_cast<milliseconds>(end_time - start_time).count();
- auto elapsed_time = duration_cast<milliseconds>(end_time - start_time).count();
-
- // Assert that delta_time is close to the elapsed time
- ASSERT_GE(delta_time, elapsed_time / 1000.0);
- ASSERT_LE(delta_time, (elapsed_time + 2) / 1000.0);
+ // Assert that delta_time is close to the elapsed time
+ ASSERT_GE(delta_time, elapsed_time / 1000.0);
+ ASSERT_LE(delta_time, (elapsed_time + 2) / 1000.0);
}
TEST_F(LoopTimerTest, getCurrentTime) {
- // Set the target FPS to 60 (16.67 ms per frame)
- loop_timer.set_target_fps(60);
+ // Set the target FPS to 60 (16.67 ms per frame)
+ loop_timer.set_target_fps(60);
- auto start_time = steady_clock::now();
+ auto start_time = steady_clock::now();
- // Sleep for 500 milliseconds
- std::this_thread::sleep_for(std::chrono::milliseconds(100));
+ // Sleep for 500 milliseconds
+ std::this_thread::sleep_for(std::chrono::milliseconds(100));
- loop_timer.update();
+ loop_timer.update();
- auto end_time = steady_clock::now();
+ auto end_time = steady_clock::now();
- // Get the elapsed time in seconds as a double
- auto elapsed_time = duration_cast<std::chrono::duration<double>>(end_time - start_time).count();
+ // Get the elapsed time in seconds as a double
+ auto elapsed_time
+ = duration_cast<std::chrono::duration<double>>(end_time - start_time).count();
- ASSERT_NEAR(loop_timer.get_current_time(), elapsed_time, 0.001);
-
-
+ ASSERT_NEAR(loop_timer.get_current_time(), elapsed_time, 0.001);
}
-
-