diff options
author | WBoerenkamps <wrj.boerenkamps@student.avans.nl> | 2024-11-11 09:43:53 +0100 |
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committer | WBoerenkamps <wrj.boerenkamps@student.avans.nl> | 2024-11-11 09:43:53 +0100 |
commit | 68fa604568e6dafac383a88d252c125f97431567 (patch) | |
tree | 9e440a555097782c3a1211270cf15fe87b298eba | |
parent | 44a04278496008a89ffa7044bc52c7cdb9f4d425 (diff) |
fixed spacing
-rw-r--r-- | src/crepe/api/LoopManager.h | 106 | ||||
-rw-r--r-- | src/crepe/api/LoopTimer.h | 264 |
2 files changed, 185 insertions, 185 deletions
diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h index 8899bfd..af60d44 100644 --- a/src/crepe/api/LoopManager.h +++ b/src/crepe/api/LoopManager.h @@ -3,64 +3,64 @@ namespace crepe { class LoopManager { - public: - void start(); +public: + void start(); - private: - /** - * \brief Setup function for one-time initialization. - * - * This function initializes necessary components for the game. - */ - void setup(); - /** - * \brief Main game loop function. - * - * This function runs the main loop, handling game updates and rendering. - */ - void loop(); +private: + /** + * \brief Setup function for one-time initialization. + * + * This function initializes necessary components for the game. + */ + void setup(); + /** + * \brief Main game loop function. + * + * This function runs the main loop, handling game updates and rendering. + */ + void loop(); - /** - * \brief Function for handling input-related system calls. - * - * Processes user inputs from keyboard and mouse. - */ - void process_input(); + /** + * \brief Function for handling input-related system calls. + * + * Processes user inputs from keyboard and mouse. + */ + void process_input(); - /** - * \brief Per-frame update. - * - * Updates the game state based on the elapsed time since the last frame. - */ - void update(); + /** + * \brief Per-frame update. + * + * Updates the game state based on the elapsed time since the last frame. + */ + void update(); - /** - * \brief Late update which is called after update(). - * - * This function can be used for final adjustments before rendering. - */ - void late_update(); + /** + * \brief Late update which is called after update(). + * + * This function can be used for final adjustments before rendering. + */ + void late_update(); - /** - * \brief Fixed update executed at a fixed rate. - * - * This function updates physics and game logic based on LoopTimer's fixed_delta_time. - */ - void fixed_update(); - /** - * \brief Set game running variable - * - * \param running running (false = game shutdown, true = game running) - */ - void set_running(bool running); - /** - * \brief Function for executing render-related systems. - * - * Renders the current state of the game to the screen. - */ - void render(); + /** + * \brief Fixed update executed at a fixed rate. + * + * This function updates physics and game logic based on LoopTimer's fixed_delta_time. + */ + void fixed_update(); + /** + * \brief Set game running variable + * + * \param running running (false = game shutdown, true = game running) + */ + void set_running(bool running); + /** + * \brief Function for executing render-related systems. + * + * Renders the current state of the game to the screen. + */ + void render(); - bool game_running = false; - }; + bool game_running = false; +}; } // namespace crepe diff --git a/src/crepe/api/LoopTimer.h b/src/crepe/api/LoopTimer.h index e1cfc35..0089b24 100644 --- a/src/crepe/api/LoopTimer.h +++ b/src/crepe/api/LoopTimer.h @@ -3,141 +3,141 @@ #include <cstdint> namespace crepe{ - + class LoopTimer { public: -/** - * \brief Get the singleton instance of LoopTimer. - * - * \return A reference to the LoopTimer instance. - */ -static LoopTimer& get_instance(); - -/** - * \brief Get the current delta time for the current frame. - * - * \return Delta time in seconds since the last frame. - */ -double get_delta_time() const; - -/** - * \brief Get the current game time. - * - * \note The current game time may vary from the real-world elapsed time. - * It is the cumulative sum of each frame's delta time. - * - * \return Elapsed game time in milliseconds. - */ -int get_current_time() const; - -/** - * \brief Set the target frames per second (FPS). - * - * \param fps The number of frames that should be rendered per second. - */ -void set_fps(int fps); - -/** - * \brief Get the current frames per second (FPS). - * - * \return Current FPS. - */ -int get_fps() const; - -/** - * \brief Get the current game scale. - * - * \return The current game scale, where 0 = paused, 1 = normal speed, and values > 1 speed up the game. - */ -double get_game_scale() const; - -/** - * \brief Set the game scale. - * - * \param game_scale The desired game scale (0 = pause, 1 = normal speed, > 1 = speed up). - */ -void set_game_scale(double game_scale); - -private: -friend class LoopManager; - -/** - * \brief Start the loop timer. - * - * Initializes the timer to begin tracking frame times. - */ -void start(); - -/** - * \brief Enforce the frame rate limit. - * - * Ensures that the game loop does not exceed the target FPS by delaying - * frame updates as necessary. - */ -void enforce_frame_rate(); - -/** - * \brief Get the fixed delta time for consistent updates. - * - * Fixed delta time is used for operations that require uniform time steps, - * such as physics calculations. - * - * \return Fixed delta time in seconds. - */ -double get_fixed_delta_time() const; - -/** - * \brief Get the accumulated lag in the game loop. - * - * Lag represents the difference between the target frame time and the - * actual frame time, useful for managing fixed update intervals. - * - * \return Accumulated lag in seconds. - */ -double get_lag() const; - -/** - * \brief Construct a new LoopTimer object. - * - * Private constructor for singleton pattern to restrict instantiation - * outside the class. - */ -LoopTimer(); - -/** - * \brief Update the timer to the current frame. - * - * Calculates and updates the delta time for the current frame and adds it to - * the cumulative game time. - */ -void update(); - -/** - * \brief Advance the game loop by a fixed update interval. - * - * This method progresses the game state by a consistent, fixed time step, - * allowing for stable updates independent of frame rate fluctuations. - */ -void advance_fixed_update(); + /** + * \brief Get the singleton instance of LoopTimer. + * + * \return A reference to the LoopTimer instance. + */ + static LoopTimer& get_instance(); + + /** + * \brief Get the current delta time for the current frame. + * + * \return Delta time in seconds since the last frame. + */ + double get_delta_time() const; + + /** + * \brief Get the current game time. + * + * \note The current game time may vary from the real-world elapsed time. + * It is the cumulative sum of each frame's delta time. + * + * \return Elapsed game time in milliseconds. + */ + int get_current_time() const; + + /** + * \brief Set the target frames per second (FPS). + * + * \param fps The number of frames that should be rendered per second. + */ + void set_fps(int fps); + + /** + * \brief Get the current frames per second (FPS). + * + * \return Current FPS. + */ + int get_fps() const; + + /** + * \brief Get the current game scale. + * + * \return The current game scale, where 0 = paused, 1 = normal speed, and values > 1 speed up the game. + */ + double get_game_scale() const; + + /** + * \brief Set the game scale. + * + * \param game_scale The desired game scale (0 = pause, 1 = normal speed, > 1 = speed up). + */ + void set_game_scale(double game_scale); + + private: + friend class LoopManager; + + /** + * \brief Start the loop timer. + * + * Initializes the timer to begin tracking frame times. + */ + void start(); + + /** + * \brief Enforce the frame rate limit. + * + * Ensures that the game loop does not exceed the target FPS by delaying + * frame updates as necessary. + */ + void enforce_frame_rate(); + + /** + * \brief Get the fixed delta time for consistent updates. + * + * Fixed delta time is used for operations that require uniform time steps, + * such as physics calculations. + * + * \return Fixed delta time in seconds. + */ + double get_fixed_delta_time() const; + + /** + * \brief Get the accumulated lag in the game loop. + * + * Lag represents the difference between the target frame time and the + * actual frame time, useful for managing fixed update intervals. + * + * \return Accumulated lag in seconds. + */ + double get_lag() const; + + /** + * \brief Construct a new LoopTimer object. + * + * Private constructor for singleton pattern to restrict instantiation + * outside the class. + */ + LoopTimer(); + + /** + * \brief Update the timer to the current frame. + * + * Calculates and updates the delta time for the current frame and adds it to + * the cumulative game time. + */ + void update(); + + /** + * \brief Advance the game loop by a fixed update interval. + * + * This method progresses the game state by a consistent, fixed time step, + * allowing for stable updates independent of frame rate fluctuations. + */ + void advance_fixed_update(); private: -//! Current frames per second -int fps = 50; -///< Current game scale -double game_scale = 1; -//! Maximum delta time to avoid large jumps -double maximum_delta_time = 0.25; -//! Delta time for the current frame -double delta_time = 0; -//! Target time per frame in seconds -double frame_target_time = 1.0 / fps; -//! Fixed delta time for fixed updates -double fixed_delta_time = 0.02; -//! Total elapsed game time -double elapsed_time = 0; -//! Total elapsed time for fixed updates -double elapsed_fixed_time = 0; -//! Time of the last frame -uint64_t last_frame_time = 0; + //! Current frames per second + int fps = 50; + ///< Current game scale + double game_scale = 1; + //! Maximum delta time to avoid large jumps + double maximum_delta_time = 0.25; + //! Delta time for the current frame + double delta_time = 0; + //! Target time per frame in seconds + double frame_target_time = 1.0 / fps; + //! Fixed delta time for fixed updates + double fixed_delta_time = 0.02; + //! Total elapsed game time + double elapsed_time = 0; + //! Total elapsed time for fixed updates + double elapsed_fixed_time = 0; + //! Time of the last frame + uint64_t last_frame_time = 0; }; } // namespace crepe |