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authorLoek Le Blansch <loek@pipeframe.xyz>2024-12-14 11:47:09 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-12-14 11:47:09 +0100
commiteab3c5a0de59c3f76272b586b375f7914a88a2ee (patch)
tree2a9ec306714ddd37d088fc22197160d48105e743 /src/crepe/api/LoopManager.cpp
parenta61e3d522c29cfea966a06bb9f9e5e42eae2b7ab (diff)
parent3d237aed79980e8703ca53df0549e0b48816e464 (diff)
merge jaro/particle-system-improvement
Diffstat (limited to 'src/crepe/api/LoopManager.cpp')
-rw-r--r--src/crepe/api/LoopManager.cpp87
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;
+}