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authorJAROWMR <jarorutjes07@gmail.com>2024-12-05 21:10:07 +0100
committerJAROWMR <jarorutjes07@gmail.com>2024-12-05 21:10:07 +0100
commit9604616001ac273f2c966c3c829638e905def7bf (patch)
tree7e958c2b658a4dbc9e79068d7309513efa928937 /src/crepe/api/LoopManager.cpp
parent018a451051669506be447aa925ecb6a9f5aaf418 (diff)
parent1f4e961d7f9d6887c807cac1a362f2d178b0860b (diff)
merge with master and keypressed added to game
Diffstat (limited to 'src/crepe/api/LoopManager.cpp')
-rw-r--r--src/crepe/api/LoopManager.cpp34
1 files changed, 19 insertions, 15 deletions
diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp
index 478c8ba..b9e91dd 100644
--- a/src/crepe/api/LoopManager.cpp
+++ b/src/crepe/api/LoopManager.cpp
@@ -1,30 +1,31 @@
-#include "../facade/SDLContext.h"
-
#include "../system/AnimatorSystem.h"
#include "../system/CollisionSystem.h"
+#include "../system/InputSystem.h"
#include "../system/ParticleSystem.h"
#include "../system/PhysicsSystem.h"
#include "../system/RenderSystem.h"
#include "../system/ScriptSystem.h"
+#include "manager/EventManager.h"
#include "LoopManager.h"
-#include "LoopTimer.h"
using namespace crepe;
using namespace std;
LoopManager::LoopManager() {
+ this->mediator.component_manager = this->component_manager;
+ this->mediator.scene_manager = this->scene_manager;
+
this->load_system<AnimatorSystem>();
this->load_system<CollisionSystem>();
this->load_system<ParticleSystem>();
this->load_system<PhysicsSystem>();
this->load_system<RenderSystem>();
this->load_system<ScriptSystem>();
+ this->load_system<InputSystem>();
}
-void LoopManager::process_input() {
- SDLContext::get_instance().handle_events(this->game_running);
-}
+void LoopManager::process_input() { this->get_system<InputSystem>().update(); }
void LoopManager::start() {
this->setup();
@@ -33,24 +34,26 @@ void LoopManager::start() {
void LoopManager::set_running(bool running) { this->game_running = running; }
void LoopManager::fixed_update() {
+ EventManager & ev = this->mediator.event_manager;
+ ev.dispatch_events();
this->get_system<ScriptSystem>().update();
this->get_system<PhysicsSystem>().update();
this->get_system<CollisionSystem>().update();
}
void LoopManager::loop() {
- LoopTimer & timer = LoopTimer::get_instance();
+ LoopTimer & timer = this->loop_timer;
timer.start();
while (game_running) {
timer.update();
-
+
while (timer.get_lag() >= timer.get_fixed_delta_time()) {
this->process_input();
this->fixed_update();
timer.advance_fixed_update();
}
-
+
this->update();
this->render();
@@ -59,16 +62,17 @@ void LoopManager::loop() {
}
void LoopManager::setup() {
+ LoopTimer & timer = this->loop_timer;
this->game_running = true;
- LoopTimer::get_instance().start();
- LoopTimer::get_instance().set_fps(200);
this->scene_manager.load_next_scene();
+ timer.start();
+ timer.set_fps(200);
}
void LoopManager::render() {
- if (this->game_running) {
- this->get_system<RenderSystem>().update();
- }
+ if (!this->game_running) return;
+
+ this->get_system<RenderSystem>().update();
}
-void LoopManager::update() { LoopTimer & timer = LoopTimer::get_instance(); }
+void LoopManager::update() {}