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authorWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-12-11 19:53:15 +0100
committerWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-12-11 19:53:15 +0100
commitbb2a6f1a0ab19f6cbc78b2747a26920f24bf13ca (patch)
treee0a67f752141aa9b8adc7ed72f47f9b74174533e /src/crepe/api/LoopManager.cpp
parent007fe1ecb5e9f76539cdffd6a96afe22c8b2d214 (diff)
parent59954bfc14cdb32997a3fb09e6ee1b393a4dc027 (diff)
Merge branch 'master' of https://github.com/lonkaars/crepe into wouter/text-component
Diffstat (limited to 'src/crepe/api/LoopManager.cpp')
-rw-r--r--src/crepe/api/LoopManager.cpp77
1 files changed, 40 insertions, 37 deletions
diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp
index 1f0ba72..b5e5ff7 100644
--- a/src/crepe/api/LoopManager.cpp
+++ b/src/crepe/api/LoopManager.cpp
@@ -1,3 +1,6 @@
+#include "../facade/SDLContext.h"
+#include "../manager/EventManager.h"
+#include "../manager/LoopTimerManager.h"
#include "../system/AISystem.h"
#include "../system/AnimatorSystem.h"
#include "../system/AudioSystem.h"
@@ -7,7 +10,7 @@
#include "../system/PhysicsSystem.h"
#include "../system/RenderSystem.h"
#include "../system/ScriptSystem.h"
-#include "manager/EventManager.h"
+#include "../util/Log.h"
#include "LoopManager.h"
@@ -22,62 +25,62 @@ LoopManager::LoopManager() {
this->load_system<RenderSystem>();
this->load_system<ScriptSystem>();
this->load_system<InputSystem>();
+ this->event_manager.subscribe<ShutDownEvent>(
+ [this](const ShutDownEvent & event) { return this->on_shutdown(event); });
this->load_system<AudioSystem>();
this->load_system<AISystem>();
}
-
-void LoopManager::process_input() { this->get_system<InputSystem>().update(); }
-
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<AISystem>().update();
- this->get_system<PhysicsSystem>().update();
- this->get_system<CollisionSystem>().update();
- this->get_system<AudioSystem>().update();
+void LoopManager::setup() {
+ this->game_running = true;
+ this->loop_timer.start();
+ this->scene_manager.load_next_scene();
}
void LoopManager::loop() {
- LoopTimer & timer = this->loop_timer;
- timer.start();
+ try {
+ while (game_running) {
+ this->loop_timer.update();
- while (game_running) {
- timer.update();
+ while (this->loop_timer.get_lag() >= this->loop_timer.get_fixed_delta_time()) {
+ this->fixed_update();
+ this->loop_timer.advance_fixed_elapsed_time();
+ }
- while (timer.get_lag() >= timer.get_fixed_delta_time()) {
- this->process_input();
- this->fixed_update();
- timer.advance_fixed_update();
+ this->frame_update();
+ this->loop_timer.enforce_frame_rate();
}
-
- this->update();
- this->render();
-
- timer.enforce_frame_rate();
+ } catch (const exception & e) {
+ Log::logf(Log::Level::ERROR, "Exception caught in main loop: {}", e.what());
+ this->event_manager.trigger_event<ShutDownEvent>(ShutDownEvent{});
}
}
-void LoopManager::setup() {
- LoopTimer & timer = this->loop_timer;
- this->game_running = true;
- this->scene_manager.load_next_scene();
- timer.start();
- timer.set_fps(200);
+// will be called at a fixed interval
+void LoopManager::fixed_update() {
+ this->get_system<InputSystem>().update();
+ this->event_manager.dispatch_events();
+ this->get_system<ScriptSystem>().update();
+ this->get_system<AISystem>().update();
+ this->get_system<PhysicsSystem>().update();
+ this->get_system<CollisionSystem>().update();
+ this->get_system<AudioSystem>().update();
}
-void LoopManager::render() {
- if (!this->game_running) return;
-
+// will be called every frame
+void LoopManager::frame_update() {
+ this->scene_manager.load_next_scene();
this->get_system<AnimatorSystem>().update();
+ //render
this->get_system<RenderSystem>().update();
}
-void LoopManager::update() {}
+bool LoopManager::on_shutdown(const ShutDownEvent & e) {
+ this->game_running = false;
+ // propagate to possible user ShutDownEvent listeners
+ return false;
+}