aboutsummaryrefslogtreecommitdiff
path: root/src/crepe/api/LoopManager.cpp
diff options
context:
space:
mode:
authorLoek Le Blansch <loek@pipeframe.xyz>2024-12-10 19:50:26 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-12-10 19:50:26 +0100
commit770496ee9d0e45480c0e0f8951adb8eee247bfe1 (patch)
tree98c68b0d37d8a1c0c8b8013ea7884d56f04aaa28 /src/crepe/api/LoopManager.cpp
parent0cb7f2f82ca167656b3c5cb9f0cc3b44c59cb0eb (diff)
big WIP
Diffstat (limited to 'src/crepe/api/LoopManager.cpp')
-rw-r--r--src/crepe/api/LoopManager.cpp74
1 files changed, 33 insertions, 41 deletions
diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp
index 3e9e21c..637fbe1 100644
--- a/src/crepe/api/LoopManager.cpp
+++ b/src/crepe/api/LoopManager.cpp
@@ -6,40 +6,51 @@
#include "../system/PhysicsSystem.h"
#include "../system/RenderSystem.h"
#include "../system/ScriptSystem.h"
-#include "manager/EventManager.h"
+#include "../system/EventSystem.h"
#include "LoopManager.h"
using namespace crepe;
using namespace std;
-LoopManager::LoopManager() {
- 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>();
- this->load_system<AudioSystem>();
-}
-
-void LoopManager::process_input() { this->get_system<InputSystem>().update(); }
+LoopManager::LoopManager()
+ : systems({
+ ScriptSystem{this->mediator},
+ PhysicsSystem{this->mediator},
+ CollisionSystem{this->mediator},
+ AnimatorSystem{this->mediator},
+ ParticleSystem{this->mediator},
+ RenderSystem{this->mediator},
+ InputSystem{this->mediator},
+ EventSystem{this->mediator},
+ AudioSystem{this->mediator},
+ }) { }
void LoopManager::start() {
this->setup();
this->loop();
}
-void LoopManager::set_running(bool running) { this->game_running = running; }
void LoopManager::fixed_update() {
- // TODO: retrieve EventManager from direct member after singleton refactor
- EventManager & ev = this->mediator.event_manager;
- ev.dispatch_events();
- this->get_system<ScriptSystem>().update();
- this->get_system<PhysicsSystem>().update();
- this->get_system<CollisionSystem>().update();
- this->get_system<AudioSystem>().update();
+ for (System & system : this->systems) {
+ if (!system.active) continue;
+ system.fixed_update();
+ }
+}
+
+void LoopManager::frame_update() {
+ for (System & system : this->systems) {
+ if (!system.active) continue;
+ system.frame_update();
+ }
+}
+
+void LoopManager::setup() {
+ LoopTimer & timer = this->loop_timer;
+ this->game_running = true;
+ this->scene_manager.load_next_scene();
+ timer.start();
+ timer.set_fps(200);
}
void LoopManager::loop() {
@@ -50,31 +61,12 @@ void LoopManager::loop() {
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();
-
+ this->frame_update();
timer.enforce_frame_rate();
}
}
-void LoopManager::setup() {
- LoopTimer & timer = this->loop_timer;
- this->game_running = true;
- this->scene_manager.load_next_scene();
- timer.start();
- timer.set_fps(200);
-}
-
-void LoopManager::render() {
- if (!this->game_running) return;
-
- this->get_system<AnimatorSystem>().update();
- this->get_system<RenderSystem>().update();
-}
-
-void LoopManager::update() {}