diff options
author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-14 11:47:09 +0100 |
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committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-14 11:47:09 +0100 |
commit | eab3c5a0de59c3f76272b586b375f7914a88a2ee (patch) | |
tree | 2a9ec306714ddd37d088fc22197160d48105e743 /src/crepe/api/LoopManager.cpp | |
parent | a61e3d522c29cfea966a06bb9f9e5e42eae2b7ab (diff) | |
parent | 3d237aed79980e8703ca53df0549e0b48816e464 (diff) |
merge jaro/particle-system-improvement
Diffstat (limited to 'src/crepe/api/LoopManager.cpp')
-rw-r--r-- | src/crepe/api/LoopManager.cpp | 87 |
1 files changed, 87 insertions, 0 deletions
diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp new file mode 100644 index 0000000..7a78019 --- /dev/null +++ b/src/crepe/api/LoopManager.cpp @@ -0,0 +1,87 @@ +#include "../facade/SDLContext.h" +#include "../manager/EventManager.h" +#include "../manager/LoopTimerManager.h" +#include "../system/AISystem.h" +#include "../system/AnimatorSystem.h" +#include "../system/AudioSystem.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 "../util/Log.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->event_manager.subscribe<ShutDownEvent>( + [this](const ShutDownEvent & event) { return this->on_shutdown(event); }); + this->load_system<AudioSystem>(); + this->load_system<AISystem>(); +} +void LoopManager::start() { + this->setup(); + this->loop(); +} + +void LoopManager::setup() { + this->game_running = true; + this->loop_timer.start(); + this->scene_manager.load_next_scene(); +} + +void LoopManager::loop() { + try { + while (game_running) { + this->loop_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(); + } + + this->frame_update(); + this->loop_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{}); + } +} + +// 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<ParticleSystem>().update(); + this->get_system<AISystem>().update(); + this->get_system<PhysicsSystem>().update(); + this->get_system<CollisionSystem>().update(); + this->get_system<AudioSystem>().update(); +} + +// 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(); +} + +bool LoopManager::on_shutdown(const ShutDownEvent & e) { + this->game_running = false; + // propagate to possible user ShutDownEvent listeners + return false; +} |