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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
parent0cb7f2f82ca167656b3c5cb9f0cc3b44c59cb0eb (diff)
big WIP
Diffstat (limited to 'src/crepe/api')
-rw-r--r--src/crepe/api/LoopManager.cpp74
-rw-r--r--src/crepe/api/LoopManager.h51
-rw-r--r--src/crepe/api/LoopManager.hpp36
3 files changed, 35 insertions, 126 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() {}
diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h
index 0947f94..1ac6a39 100644
--- a/src/crepe/api/LoopManager.h
+++ b/src/crepe/api/LoopManager.h
@@ -1,7 +1,5 @@
#pragma once
-#include <memory>
-
#include "../facade/SDLContext.h"
#include "../manager/ComponentManager.h"
#include "../manager/ResourceManager.h"
@@ -45,25 +43,11 @@ private:
void loop();
/**
- * \brief Function for handling input-related system calls.
- *
- * Processes user inputs from keyboard and mouse.
- */
- void process_input();
-
- /**
* \brief Per-frame update.
*
* Updates the game state based on the elapsed time since the last frame.
*/
- void update();
-
- /**
- * \brief Late update which is called after update().
- *
- * This function can be used for final adjustments before rendering.
- */
- void late_update();
+ void frame_update();
/**
* \brief Fixed update executed at a fixed rate.
@@ -72,20 +56,6 @@ private:
*/
void fixed_update();
- /**
- * \brief Set game running variable
- *
- * \param running running (false = game shutdown, true = game running)
- */
- void set_running(bool running);
-
- /**
- * \brief Function for executing render-related systems.
- *
- * Renders the current state of the game to the screen.
- */
- void render();
-
bool game_running = false;
private:
@@ -107,25 +77,8 @@ private:
private:
/**
* \brief Collection of System instances
- *
- * This map holds System instances indexed by the system's class typeid. It is filled in the
- * constructor of \c LoopManager using LoopManager::load_system.
- */
- std::unordered_map<std::type_index, std::unique_ptr<System>> systems;
- /**
- * \brief Initialize a system
- * \tparam T System type (must be derivative of \c System)
- */
- template <class T>
- void load_system();
- /**
- * \brief Retrieve a reference to ECS system
- * \tparam T System type
- * \returns Reference to system instance
- * \throws std::runtime_error if the System is not initialized
*/
- template <class T>
- T & get_system();
+ std::vector<System> systems;
};
} // namespace crepe
diff --git a/src/crepe/api/LoopManager.hpp b/src/crepe/api/LoopManager.hpp
index 266758a..51afa70 100644
--- a/src/crepe/api/LoopManager.hpp
+++ b/src/crepe/api/LoopManager.hpp
@@ -1,11 +1,5 @@
#pragma once
-#include <cassert>
-#include <format>
-#include <memory>
-
-#include "../system/System.h"
-
#include "LoopManager.h"
namespace crepe {
@@ -15,34 +9,4 @@ void LoopManager::add_scene() {
this->scene_manager.add_scene<T>();
}
-template <class T>
-T & LoopManager::get_system() {
- using namespace std;
- static_assert(is_base_of<System, T>::value,
- "get_system must recieve a derivative class of System");
-
- const type_info & type = typeid(T);
- if (!this->systems.contains(type))
- throw runtime_error(format("LoopManager: {} is not initialized", type.name()));
-
- System * system = this->systems.at(type).get();
- T * concrete_system = dynamic_cast<T *>(system);
- assert(concrete_system != nullptr);
-
- return *concrete_system;
-}
-
-template <class T>
-void LoopManager::load_system() {
- using namespace std;
- static_assert(is_base_of<System, T>::value,
- "load_system must recieve a derivative class of System");
-
- const type_info & type = typeid(T);
- if (this->systems.contains(type))
- throw runtime_error(format("LoopManager: {} is already initialized", type.name()));
- System * system = new T(this->mediator);
- this->systems[type] = unique_ptr<System>(system);
-}
-
} // namespace crepe