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authorWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-11-11 18:18:54 +0100
committerWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-11-11 18:18:54 +0100
commite7dc31dad155b7b623374d3bb0ffbb8a8f579d2a (patch)
treef6943c6bf697700b1e8dc9c41f5e30b47380be22 /src/crepe/api/LoopManager.cpp
parent31a6448f8c97934dd9974758d9b5049650040bc7 (diff)
ran make format
Diffstat (limited to 'src/crepe/api/LoopManager.cpp')
-rw-r--r--src/crepe/api/LoopManager.cpp72
1 files changed, 34 insertions, 38 deletions
diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp
index d4345d0..b4382a6 100644
--- a/src/crepe/api/LoopManager.cpp
+++ b/src/crepe/api/LoopManager.cpp
@@ -1,66 +1,62 @@
+#include "../facade/SDLContext.h"
#include "../system/RenderSystem.h"
#include "../system/ScriptSystem.h"
-#include "../facade/SDLContext.h"
#include "LoopManager.h"
#include "LoopTimer.h"
using 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;
+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);
+ SDLContext::get_instance().handle_events(this->game_running);
}
-void LoopManager::start(){
- this->setup();
- this->loop();
+void LoopManager::start() {
+ this->setup();
+ this->loop();
}
void LoopManager::set_running(bool running) { this->game_running = running; }
-void LoopManager::fixed_update() {
-}
+void LoopManager::fixed_update() {}
void LoopManager::loop() {
- LoopTimer & timer = LoopTimer::get_instance();
- timer.start();
+ LoopTimer & timer = LoopTimer::get_instance();
+ timer.start();
- while (game_running) {
- timer.update();
+ while (game_running) {
+ timer.update();
- while (timer.get_lag() >= timer.get_fixed_delta_time()) {
- this->process_input();
- this->fixed_update();
- timer.advance_fixed_update();
- }
+ while (timer.get_lag() >= timer.get_fixed_delta_time()) {
+ this->process_input();
+ this->fixed_update();
+ timer.advance_fixed_update();
+ }
- this->update();
- this->render();
+ this->update();
+ this->render();
- timer.enforce_frame_rate();
- }
+ timer.enforce_frame_rate();
+ }
}
-
void LoopManager::setup() {
- this->game_running = true;
- LoopTimer::get_instance().start();
- LoopTimer::get_instance().set_fps(60);
+ this->game_running = true;
+ LoopTimer::get_instance().start();
+ LoopTimer::get_instance().set_fps(60);
}
void LoopManager::render() {
- if (this->game_running) {
- RenderSystem::get_instance().update();
- }
-}
-
-void LoopManager::update() {
- LoopTimer & timer = LoopTimer::get_instance();
+ if (this->game_running) {
+ RenderSystem::get_instance().update();
+ }
}
+void LoopManager::update() { LoopTimer & timer = LoopTimer::get_instance(); }