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authorWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-11-11 09:43:53 +0100
committerWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-11-11 09:43:53 +0100
commit68fa604568e6dafac383a88d252c125f97431567 (patch)
tree9e440a555097782c3a1211270cf15fe87b298eba /src/crepe
parent44a04278496008a89ffa7044bc52c7cdb9f4d425 (diff)
fixed spacing
Diffstat (limited to 'src/crepe')
-rw-r--r--src/crepe/api/LoopManager.h106
-rw-r--r--src/crepe/api/LoopTimer.h264
2 files changed, 185 insertions, 185 deletions
diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h
index 8899bfd..af60d44 100644
--- a/src/crepe/api/LoopManager.h
+++ b/src/crepe/api/LoopManager.h
@@ -3,64 +3,64 @@
namespace crepe {
class LoopManager {
- public:
- void start();
+public:
+ void start();
- private:
- /**
- * \brief Setup function for one-time initialization.
- *
- * This function initializes necessary components for the game.
- */
- void setup();
- /**
- * \brief Main game loop function.
- *
- * This function runs the main loop, handling game updates and rendering.
- */
- void loop();
+private:
+ /**
+ * \brief Setup function for one-time initialization.
+ *
+ * This function initializes necessary components for the game.
+ */
+ void setup();
+ /**
+ * \brief Main game loop function.
+ *
+ * This function runs the main loop, handling game updates and rendering.
+ */
+ void loop();
- /**
- * \brief Function for handling input-related system calls.
- *
- * Processes user inputs from keyboard and mouse.
- */
- void process_input();
+ /**
+ * \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 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();
+ /**
+ * \brief Late update which is called after update().
+ *
+ * This function can be used for final adjustments before rendering.
+ */
+ void late_update();
- /**
- * \brief Fixed update executed at a fixed rate.
- *
- * This function updates physics and game logic based on LoopTimer's fixed_delta_time.
- */
- 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();
+ /**
+ * \brief Fixed update executed at a fixed rate.
+ *
+ * This function updates physics and game logic based on LoopTimer's fixed_delta_time.
+ */
+ 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;
- };
+ bool game_running = false;
+};
} // namespace crepe
diff --git a/src/crepe/api/LoopTimer.h b/src/crepe/api/LoopTimer.h
index e1cfc35..0089b24 100644
--- a/src/crepe/api/LoopTimer.h
+++ b/src/crepe/api/LoopTimer.h
@@ -3,141 +3,141 @@
#include <cstdint>
namespace crepe{
-
+
class LoopTimer {
public:
-/**
- * \brief Get the singleton instance of LoopTimer.
- *
- * \return A reference to the LoopTimer instance.
- */
-static LoopTimer& get_instance();
-
-/**
- * \brief Get the current delta time for the current frame.
- *
- * \return Delta time in seconds since the last frame.
- */
-double get_delta_time() const;
-
-/**
- * \brief Get the current game time.
- *
- * \note The current game time may vary from the real-world elapsed time.
- * It is the cumulative sum of each frame's delta time.
- *
- * \return Elapsed game time in milliseconds.
- */
-int get_current_time() const;
-
-/**
- * \brief Set the target frames per second (FPS).
- *
- * \param fps The number of frames that should be rendered per second.
- */
-void set_fps(int fps);
-
-/**
- * \brief Get the current frames per second (FPS).
- *
- * \return Current FPS.
- */
-int get_fps() const;
-
-/**
- * \brief Get the current game scale.
- *
- * \return The current game scale, where 0 = paused, 1 = normal speed, and values > 1 speed up the game.
- */
-double get_game_scale() const;
-
-/**
- * \brief Set the game scale.
- *
- * \param game_scale The desired game scale (0 = pause, 1 = normal speed, > 1 = speed up).
- */
-void set_game_scale(double game_scale);
-
-private:
-friend class LoopManager;
-
-/**
- * \brief Start the loop timer.
- *
- * Initializes the timer to begin tracking frame times.
- */
-void start();
-
-/**
- * \brief Enforce the frame rate limit.
- *
- * Ensures that the game loop does not exceed the target FPS by delaying
- * frame updates as necessary.
- */
-void enforce_frame_rate();
-
-/**
- * \brief Get the fixed delta time for consistent updates.
- *
- * Fixed delta time is used for operations that require uniform time steps,
- * such as physics calculations.
- *
- * \return Fixed delta time in seconds.
- */
-double get_fixed_delta_time() const;
-
-/**
- * \brief Get the accumulated lag in the game loop.
- *
- * Lag represents the difference between the target frame time and the
- * actual frame time, useful for managing fixed update intervals.
- *
- * \return Accumulated lag in seconds.
- */
-double get_lag() const;
-
-/**
- * \brief Construct a new LoopTimer object.
- *
- * Private constructor for singleton pattern to restrict instantiation
- * outside the class.
- */
-LoopTimer();
-
-/**
- * \brief Update the timer to the current frame.
- *
- * Calculates and updates the delta time for the current frame and adds it to
- * the cumulative game time.
- */
-void update();
-
-/**
- * \brief Advance the game loop by a fixed update interval.
- *
- * This method progresses the game state by a consistent, fixed time step,
- * allowing for stable updates independent of frame rate fluctuations.
- */
-void advance_fixed_update();
+ /**
+ * \brief Get the singleton instance of LoopTimer.
+ *
+ * \return A reference to the LoopTimer instance.
+ */
+ static LoopTimer& get_instance();
+
+ /**
+ * \brief Get the current delta time for the current frame.
+ *
+ * \return Delta time in seconds since the last frame.
+ */
+ double get_delta_time() const;
+
+ /**
+ * \brief Get the current game time.
+ *
+ * \note The current game time may vary from the real-world elapsed time.
+ * It is the cumulative sum of each frame's delta time.
+ *
+ * \return Elapsed game time in milliseconds.
+ */
+ int get_current_time() const;
+
+ /**
+ * \brief Set the target frames per second (FPS).
+ *
+ * \param fps The number of frames that should be rendered per second.
+ */
+ void set_fps(int fps);
+
+ /**
+ * \brief Get the current frames per second (FPS).
+ *
+ * \return Current FPS.
+ */
+ int get_fps() const;
+
+ /**
+ * \brief Get the current game scale.
+ *
+ * \return The current game scale, where 0 = paused, 1 = normal speed, and values > 1 speed up the game.
+ */
+ double get_game_scale() const;
+
+ /**
+ * \brief Set the game scale.
+ *
+ * \param game_scale The desired game scale (0 = pause, 1 = normal speed, > 1 = speed up).
+ */
+ void set_game_scale(double game_scale);
+
+ private:
+ friend class LoopManager;
+
+ /**
+ * \brief Start the loop timer.
+ *
+ * Initializes the timer to begin tracking frame times.
+ */
+ void start();
+
+ /**
+ * \brief Enforce the frame rate limit.
+ *
+ * Ensures that the game loop does not exceed the target FPS by delaying
+ * frame updates as necessary.
+ */
+ void enforce_frame_rate();
+
+ /**
+ * \brief Get the fixed delta time for consistent updates.
+ *
+ * Fixed delta time is used for operations that require uniform time steps,
+ * such as physics calculations.
+ *
+ * \return Fixed delta time in seconds.
+ */
+ double get_fixed_delta_time() const;
+
+ /**
+ * \brief Get the accumulated lag in the game loop.
+ *
+ * Lag represents the difference between the target frame time and the
+ * actual frame time, useful for managing fixed update intervals.
+ *
+ * \return Accumulated lag in seconds.
+ */
+ double get_lag() const;
+
+ /**
+ * \brief Construct a new LoopTimer object.
+ *
+ * Private constructor for singleton pattern to restrict instantiation
+ * outside the class.
+ */
+ LoopTimer();
+
+ /**
+ * \brief Update the timer to the current frame.
+ *
+ * Calculates and updates the delta time for the current frame and adds it to
+ * the cumulative game time.
+ */
+ void update();
+
+ /**
+ * \brief Advance the game loop by a fixed update interval.
+ *
+ * This method progresses the game state by a consistent, fixed time step,
+ * allowing for stable updates independent of frame rate fluctuations.
+ */
+ void advance_fixed_update();
private:
-//! Current frames per second
-int fps = 50;
-///< Current game scale
-double game_scale = 1;
-//! Maximum delta time to avoid large jumps
-double maximum_delta_time = 0.25;
-//! Delta time for the current frame
-double delta_time = 0;
-//! Target time per frame in seconds
-double frame_target_time = 1.0 / fps;
-//! Fixed delta time for fixed updates
-double fixed_delta_time = 0.02;
-//! Total elapsed game time
-double elapsed_time = 0;
-//! Total elapsed time for fixed updates
-double elapsed_fixed_time = 0;
-//! Time of the last frame
-uint64_t last_frame_time = 0;
+ //! Current frames per second
+ int fps = 50;
+ ///< Current game scale
+ double game_scale = 1;
+ //! Maximum delta time to avoid large jumps
+ double maximum_delta_time = 0.25;
+ //! Delta time for the current frame
+ double delta_time = 0;
+ //! Target time per frame in seconds
+ double frame_target_time = 1.0 / fps;
+ //! Fixed delta time for fixed updates
+ double fixed_delta_time = 0.02;
+ //! Total elapsed game time
+ double elapsed_time = 0;
+ //! Total elapsed time for fixed updates
+ double elapsed_fixed_time = 0;
+ //! Time of the last frame
+ uint64_t last_frame_time = 0;
};
} // namespace crepe