aboutsummaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-11-11 18:09:39 +0100
committerWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-11-11 18:09:39 +0100
commit30c1eeeb9f1ca5a643a30edb4e7010f8a60bdd30 (patch)
tree1e7e10be4e6ce47c713777e43e5da0f02ccd17e1
parent68fa604568e6dafac383a88d252c125f97431567 (diff)
code cleanup changes
-rw-r--r--src/crepe/api/LoopManager.cpp19
-rw-r--r--src/crepe/api/LoopManager.h15
-rw-r--r--src/crepe/api/LoopTimer.cpp53
-rw-r--r--src/crepe/api/LoopTimer.h2
4 files changed, 58 insertions, 31 deletions
diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp
index 5c79920..abf1f7e 100644
--- a/src/crepe/api/LoopManager.cpp
+++ b/src/crepe/api/LoopManager.cpp
@@ -7,7 +7,14 @@
#include "LoopTimer.h"
namespace crepe {
-
+LoopManager::LoopManager(const RenderSystem& renderSystem, const SDLContext& sdlContext,
+ const LoopTimer& loopTimer, const ScriptSystem& scriptSystem,
+ const SoundSystem& soundSystem, const ParticleSystem& particleSystem,
+ const PhysicsSystem& physicsSystem, const AnimatorSystem& animatorSystem,
+ const CollisionSystem& collisionSystem) {
+ // Initialize systems if needed
+ // Example: this->renderSystem = renderSystem;
+}
void LoopManager::process_input() {
SDLContext::get_instance().handle_events(this->game_running);
}
@@ -28,13 +35,13 @@ void LoopManager::loop() {
timer.update();
while (timer.get_lag() >= timer.get_fixed_delta_time()) {
- process_input();
- fixed_update();
+ this->process_input();
+ this->fixed_update();
timer.advance_fixed_update();
}
- update();
- render();
+ this->update();
+ this->render();
timer.enforce_frame_rate();
}
@@ -48,7 +55,7 @@ void LoopManager::setup() {
}
void LoopManager::render() {
- if (game_running) {
+ if (this->game_running) {
RenderSystem::get_instance().update();
}
}
diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h
index af60d44..79abae6 100644
--- a/src/crepe/api/LoopManager.h
+++ b/src/crepe/api/LoopManager.h
@@ -1,11 +1,24 @@
#pragma once
+
namespace crepe {
+class RenderSystem;
+class SDLContext;
+class LoopTimer;
+class ScriptSystem;
+class SoundSystem;
+class ParticleSystem;
+class PhysicsSystem;
+class AnimatorSystem;
+class CollisionSystem;
+
class LoopManager {
public:
void start();
-
+ LoopManager(const RenderSystem&, const SDLContext&, const LoopTimer&, const ScriptSystem&,
+ const SoundSystem&, const ParticleSystem&, const PhysicsSystem&, const AnimatorSystem&,
+ const CollisionSystem&);
private:
/**
* \brief Setup function for one-time initialization.
diff --git a/src/crepe/api/LoopTimer.cpp b/src/crepe/api/LoopTimer.cpp
index aaba8b3..f4be510 100644
--- a/src/crepe/api/LoopTimer.cpp
+++ b/src/crepe/api/LoopTimer.cpp
@@ -4,6 +4,8 @@
#include "LoopTimer.h"
+#define MS_PER_SECOND 1000.0
+
using namespace crepe;
LoopTimer::LoopTimer() {
@@ -16,48 +18,53 @@ LoopTimer & LoopTimer::get_instance() {
}
void LoopTimer::start() {
- last_frame_time = SDLContext::get_instance().get_ticks();
- elapsed_time = 0;
- elapsed_fixed_time = 0;
- delta_time = 0;
+ this->last_frame_time = SDLContext::get_instance().get_ticks();
+ this->elapsed_time = 0;
+ this->elapsed_fixed_time = 0;
+ this->delta_time = 0;
}
void LoopTimer::update() {
uint64_t current_frame_time = SDLContext::get_instance().get_ticks();
- delta_time = (current_frame_time - last_frame_time) / 1000.0;
+ this->delta_time = (current_frame_time - last_frame_time) / MS_PER_SECOND;
- if (delta_time > maximum_delta_time) {
- delta_time = maximum_delta_time;
+ if (this->delta_time > this->maximum_delta_time) {
+ this->delta_time = this->maximum_delta_time;
}
- delta_time = game_scale;
- elapsed_time += delta_time;
- last_frame_time = current_frame_time;
+ this->delta_time = this->game_scale;
+ this->elapsed_time += this->delta_time;
+ this->last_frame_time = current_frame_time;
}
-double LoopTimer::get_delta_time() const { return delta_time; }
-int LoopTimer::get_current_time() const { return elapsed_time; }
+double LoopTimer::get_delta_time() const { return this->delta_time; }
+
+int LoopTimer::get_current_time() const { return this->elapsed_time; }
-void LoopTimer::advance_fixed_update() { elapsed_fixed_time += fixed_delta_time; }
+void LoopTimer::advance_fixed_update() { this->elapsed_fixed_time += this->fixed_delta_time; }
-double LoopTimer::get_fixed_delta_time() const { return fixed_delta_time; }
+double LoopTimer::get_fixed_delta_time() const { return this->fixed_delta_time; }
void LoopTimer::set_fps(int fps) {
this->fps = fps;
- frame_target_time = 1.0 / fps;
+ this->frame_target_time = 1.0 / this->fps;
}
-int LoopTimer::get_fps() const { return fps; }
-void LoopTimer::set_game_scale(double value) { game_scale = value; };
-double LoopTimer::get_game_scale() const { return game_scale; }
+int LoopTimer::get_fps() const { return this->fps; }
+
+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() {
uint64_t current_frame_time = SDLContext::get_instance().get_ticks();
- double frame_duration = (current_frame_time - last_frame_time) / 1000.0;
+ double frame_duration = (current_frame_time - this->last_frame_time) / MS_PER_SECOND;
- if (frame_duration < frame_target_time) {
- uint32_t delay_time
- = (uint32_t) ((frame_target_time - frame_duration) / 1000.0);
+ if (frame_duration < this->frame_target_time) {
+ uint32_t delay_time = static_cast<uint32_t>((this->frame_target_time - frame_duration) * MS_PER_SECOND);
SDLContext::get_instance().delay(delay_time);
}
+
+ this->last_frame_time = current_frame_time;
}
-double LoopTimer::get_lag() const { return elapsed_time - elapsed_fixed_time; }
+double LoopTimer::get_lag() const { return this->elapsed_time - this->elapsed_fixed_time; }
diff --git a/src/crepe/api/LoopTimer.h b/src/crepe/api/LoopTimer.h
index 0089b24..4ce0053 100644
--- a/src/crepe/api/LoopTimer.h
+++ b/src/crepe/api/LoopTimer.h
@@ -122,7 +122,7 @@ public:
private:
//! Current frames per second
int fps = 50;
- ///< Current game scale
+ //! Current game scale
double game_scale = 1;
//! Maximum delta time to avoid large jumps
double maximum_delta_time = 0.25;