diff options
Diffstat (limited to 'src/crepe/api/LoopManager.cpp')
-rw-r--r-- | src/crepe/api/LoopManager.cpp | 84 |
1 files changed, 49 insertions, 35 deletions
diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp index f0788ab..7a78019 100644 --- a/src/crepe/api/LoopManager.cpp +++ b/src/crepe/api/LoopManager.cpp @@ -1,14 +1,18 @@ #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" -#include "LoopTimer.h" using namespace crepe; using namespace std; @@ -20,54 +24,64 @@ LoopManager::LoopManager() { 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>(); } - -ComponentManager & LoopManager::get_component_manager() { - return this->component_manager; -} - -void LoopManager::process_input() { - SDLContext::get_instance().handle_events(this->game_running); -} - void LoopManager::start() { this->setup(); this->loop(); } -void LoopManager::set_running(bool running) { this->game_running = running; } -void LoopManager::fixed_update() {} +void LoopManager::setup() { + this->game_running = true; + this->loop_timer.start(); + this->scene_manager.load_next_scene(); +} void LoopManager::loop() { - LoopTimer & timer = LoopTimer::get_instance(); - 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() { - this->game_running = true; - LoopTimer::get_instance().start(); - LoopTimer::get_instance().set_fps(60); +// 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(); } -void LoopManager::render() { - if (this->game_running) { - this->get_system<RenderSystem>().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(); } -void LoopManager::update() { LoopTimer & timer = LoopTimer::get_instance(); } +bool LoopManager::on_shutdown(const ShutDownEvent & e) { + this->game_running = false; + // propagate to possible user ShutDownEvent listeners + return false; +} |